Profiles Registration Tower (Retrieve Teams only, do not post or update profiles)

Second try



Trainer Name: MorgzKiller99
Pokemon: Chimchar, Pichu, Riolu
W/L/T: 0/0/0
Currency Counter: 0

Backpack:
BerryPocket:
2 Oran Berries, 2 Pecha Berries, 2 Rawst Berries, 2 Cheri Berries, 2 Aspear Berries, 2 Leppa Berries and 2 Chesto Berries
Item Pocket:

Token Pocket:
Universal Counters:0

[Any Links to ongoing battles here]
Pokemon Team: Chimchar / Pichu / Riolu

Blackout the Chimchar!

Chimchar [Blackout] (Male)
Nature: Modest

Type:
Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Stats:

Chimchar
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 2
Spe: 61
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC:0/9
MC:0
DC:0/5

Abilities:
Iron Fist: (DW; Not Unlocked) Trait; The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2).
Blaze: Innate; When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2).

Attacks:
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Fire Punch(Egg)
Thunder Punch(Egg)
Blaze Kick(Egg)
TM75 Swords Dance
TM50 Overheat
TM65 Shadow Claw

*****(If were allowed to have TMs that later evos can learn can TM50 Overheat be TM26 Earthquake?, If not Ignore this)*******


Pichu!

Pichu [Sparker] (Male)
Nature: Timid

Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Stats:

Pichu
HP: 80
Atk: Rank 1(-)
Def: Rank 1
SpA: Rank 2
SpD: Rank 2
(+16% accuracy)
Spe: 69
Size Class: 1
Weight Class: 1
Base Rank Total: 10

EC:0/9
MC:0
DC:0/5

Abilities:
Static: Innate; This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Lightning Rod: (DW; Locked) Innate; These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightningrod will not activate.

Attacks:
Thundershock
Charm
Tail Whip
Thunder Wave
Sweet Kiss
Nasty Plot
Volt Tackle(Egg)
Thunder Punch(Egg)
Double-Slap(Egg)
TM Thunderbolt
TM Voltswitch
TM Thunder


Riolu!

Riolu [Overload] (Male)
Nature: Calm

Type:
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Stats:

Riolu
HP: 90
Atk: Rank 2(-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 3(+)
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC:0/6
MC:0
DC:0/5

Abilities:
Prankster: (DW; Locked) Innate; The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Inner Focus: Innate; When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Steadfast: Innate; If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

Attacks:
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Copycat
Screech
Cross Chop(Egg)
Hi Jump Kick(Egg)
Blaze Kick(Egg)
TM84 Poison Jab
TM75 Swords Dance
TM26 Earthquake
 

Geodude6

Look at my shiny CT!
CC: 16
UC: 35

Boosting Items
x2 Expert Belt
x1 Rare Candy
x1 Rotom-Heat Toaster
Training Items:
x1 Amulet Coin
x2 Exp. Share
x1 Lucky Egg
Berries, Herbs, etc.
x2 Oran Berry
x2 Pecha Berry
x2 Rawst Berry
x2 Cheri Berry
x2 Aspear Berry
x2 Leppa Berry
x2 Chesto Berry
Poke Balls:
x10 Net Ball


Nate and his Pokemon

Nate (M)
(Link if you don't know what this is for)
Nature: Relaxed (+1 Def, -15% Spe, -10% Eva)
Type: Dark/Poison
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Prankster: (Passive) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Defeatist: (Trait) The Pokemon tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.
Regenerator: (Passive) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Stats:
HP: 90
Atk: Rank 1
Def: Rank 4+
SpA: Rank 1
SpD: Rank 3
Speed: 47- (-10% Eva)
Size Class: 3
Weight Class: 4

Attacks (37):
Amnesia
Bulk Up
Calm Mind
Dragon Dance
Growl
Headbutt
Leer
Meditate
Mega Punch
Nasty Plot
Pound
Quiver Dance
Rage
Sing
Slam
Snore
Stomp
Strength
Swords Dance
Tackle
Tickle

Beat Up
Block
Faint Attack
Fake Tears
Poison Gas
Poison Sting
Sludge
Sucker Punch
Taunt
Thief
Toxic Spikes

Heal Pulse
Light Screen
Reflect
Safeguard
Wish

Pokemon:

Braviary (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Normal/Flying
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Keen Eye: (Passive) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Sheer Force: (Toggle) No default effect. When toggled, this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.
Defiant (DW): (Passive) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.

Stats:
HP: 110
Atk: Rank 6+
Def: Rank 3
SpA: Rank 1-
SpD: Rank 3
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5
Spare KOC: 4

MAX MOVEPOOL - FLOOR(50/15)=3 CC

Attacks (50/50):
Peck
Leer
Fury Attack
Wing Attack
Hone Claws
Scary Face
Aerial Ace
Defog
Slash
Crush Claw
Superpower
Air Slash
Whirlwind
Sky Drop
Brave Bird
Thrash

Toxic
Bulk Up
Hidden Power (Grass, 7)
Sunny Day
Hyper Beam
Protect
Rain Dance
Frustration
Return
Double Team
Rock Tomb
Facade
Rest
Attract
Round
Retaliate
Shadow Claw
Giga Impact
Work Up
Rock Slide
Swagger
Pluck
U-turn
Substitute
Rock Smash
Cut
Fly
Strength

Heat Wave
Roost
Sky Attack
Sleep Talk
Snore
Tailwind

Blaziken
(F)
Nature: Quiet (+1 SpA, -15% Spe, 10% Eva)
Type: Fire/Fighting
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Speed Boost (DW): (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that occurs at the end of each round (stats other than Speed are still affected).

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5+
SpD: Rank 3
Spe: 69-
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 9/9
MC: 0
DC: 5/5

Attacks (53/106):
Hi Jump Kick
Fire Punch
Scratch
Growl
Focus Energy
Ember
Peck
Double Kick
Sand-Attack
Fire Spin
Bulk Up
Quick Attack
Blaze Kick
Flamethrower
Slash
Mirror Move
Brave Bird
Sky Uppercut
Flare Blitz

Agility
Baton Pass
Counter
Crush Claw
Curse

Endure
Featherdance
Feint
Flame Burst

Night Slash
Reversal
SmellingSalt

Focus Punch
Hone Claws
Roar
Toxic

Hidden Power (Ice, 7)
Sunny Day
Hyper Beam
Protect
Frustration
Solarbeam
Earthquake
Return
Dig
Brick Break
Double Team
Fire Blast
Rock Tomb
Aerial Ace
Facade
Flame Charge
Secret Power

Rest
Attract
Low Sweep
Round
Echoed Voice

Overheat
Focus Blast
Fling
Incinerate
Will-O-Wisp
Acrobatics

Shadow Claw
Giga Impact
Stone Edge

Swords Dance
Bulldoze
Captivate

Rock Slide
Work Up
Natural Gift
Poison Jab
Swagger

Substitute
Rock Smash
Cut
Strength
Rock Climb


Blast Burn
Body Slam
Bounce
Counter
Double-Edge

Dual Chop
DynamicPunch
Fire Pledge
Fury Cutter
Headbutt

Heat Wave
Helping Hand
Knock Off
Last Resort
Low Kick

Mega Punch
Mega Kick
Mimic
Mud-Slap
Role Play
Seismic Toss

Sleep Talk
Snore
Superpower
Swift
Thunderpunch
Vacuum Wave

Salamence (M)
Nature: Hasty (+15% Speed, +12% Accuracy, -1 Def)
Type: Dragon/Flying
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Intimidate: (Innate) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents.
Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 2-
SpA: Rank 4
SpD: Rank 3
Spe: 115+
Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: 9/9
MC: 1
DC: 5/5

Attacks (42/82):
Fire Fang
Thunder Fang
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Protect
Dragonbreath
Zen Headbutt
Scary Face
Fly
Dragon Claw
Crunch
Double-Edge
Dragon Tail

Defense Curl
Dragon Dance
Dragon Rage
Dragon Rush
Endure
Hydro Pump
Thrash
Twister

Hone Claws
Roar

Toxic
Hidden Power
Sunny Day
Hyper Beam
Rain Dance
Frustration

Earthquake
Return
Brick Break
Double Team
Flamethrower

Fire Blast
Rock Tomb
Aerial Ace
Facade
Secret Power

Rest
Attract
Round
Incinerate
Steel Wing

Shadow Claw
Giga Impact
Stone Edge
Bulldoze
Captivate

Rock Slide
Natural Gift
Swagger

Substitute
Cut
Strength
Defog
Rock Smash


Air Cutter
Aqua Tail
Body Slam
Draco Meteor
Dragon Pulse
Fury Cutter

Heat Wave
Hyper Voice
Iron Defense
Iron Tail
Mimic
Mud-Slap
Ominous Wind

Outrage
Rollout
Roost
Sleep Talk
Snore
Swift

Tailwind

Wish

Gardevoir (M)
Nature: Modest (+1 SpA, -1 Atk)
Type: Psychic
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Synchronize: (Passive) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Trace: (Toggle) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. This effect only triggers if the ability to be copied is specified when the Pokemon is sent out. The ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN. Wonder Guard cannot be Traced.
Telepathy (DW): (Passive) This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.

Stats:
HP: 100
Atk: Rank 2-
Def: Rank 3
SpA: Rank 6+
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 21

EC: 9/9
MC: 0
DW: 5/5

Attacks (28/94):
Healing Wish
Magical Leaf
Growl
Confusion
Double Team
Teleport
Lucky Chant
Heal Pulse
Calm Mind
Psychic
Imprison
Future Sight
Captivate
Charm
Hypnosis
Dream Eater
Stored Power

Confuse Ray
Destiny Bond
Disable
Encore
Grudge
Mean Look
Memento
Shadow Sneak

Synchronoise

Psyshock
Toxic
Hidden Power (Ice, 7)
Sunny Day
Taunt
Hyper Beam
Light Screen
Protect
Rain Dance
Telekinesis
Safeguard
Frustration

Thunderbolt
Return
Shadow Ball
Reflect
Shock Wave
Torment
Facade
Secret Power
Rest
Attract
Thief
Round
Echoed Voice
Ally Switch

Focus Blast
Energy Ball
Fling
Charge Beam
Will-O-Wisp

Endure
Giga Impact
Flash
Thunder Wave
Psych Up
Natural Gift

Grass Knot
Swagger
Substitute
Trick Room


Body Slam
Defense Curl
Double-Edge
Fire Punch
Headbutt
Heal Bell
Helping Hand
Hyper Voice
Ice Punch
Icy Wind
Magic Coat
Magic Room
Mimic
Mud-Slap
Nightmare
Pain Split
Recycle
Signal Beam
Skill Swap
Sleep Talk
Snatch
Snore
Swift
Thunderpunch
Trick
Wonder Room
Zen Headbutt

Hydreigon (F)
Nature: Naive (+15% Spe, +15% Acc, -1 SpD)
Type: Dark/Dragon
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:
Levitate: (Passive) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5
SpD: Rank 2-
Spe: 113+ (+15 Acc)
Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: 9/9
MC: 0
DC: N/A

Attacks (42/84):
Double Hit
Tri Attack
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Slam
Dragon Pulse
Work Up
Dragon Rush

Body Slam
Scary Face
Hyper Voice

Outrage

Assurance
Astonish
Fire Fang
Head Smash
Ice Fang
Screech
Thunder Fang

Roar
Toxic
Hidden Power
Sunny Day

Taunt
Hyper Beam
Protect
Rain Dance
Frustration
Earthquake
Return
Double Team
Reflect
Flamethrower

Fire Blast
Rock Tomb
Torment
Facade
Rest
Attract
Thief
Round
Echoed Voice

Focus Blast
Charge Beam
Incinerate

Acrobatics
Payback
Giga Impact

Stone Edge
Thunder Wave
Psych Up
Bulldoze
Rock Slide
Dragon Tail
Swagger

U-turn
Substitute
Flash Cannon
Rock Smash

Fly
Surf
Strength

Aqua Tail
Dark Pulse
Draco Meteor
Earth Power
Heat Wave
Iron Tail
Roost
Signal Beam
Sleep Talk
Snore
Spite

Superpower
Tailwind
Uproar
Zen Headbutt

Wing Attack

Mothra [Aurumoth] (F)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type: Bug/Psychic
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Weak Armor: (Toggle) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
No Guard: (Passive) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Illusion (DW): (Passive) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.

Stats:
HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 5+
SpD: Rank 2
Spe: 81-
Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: 9/9
MC: 0
DC: 5/5

Attacks (36/75):
Quiver Dance
Dragon Dance
Tackle
String Shot
Bug Bite
Sunny Day
Silver Wind
Heal Pulse
Ancientpower
Final Gambit
Struggle Bug
Will-O-Wisp
Ominous Wind
Wish
Reflect
Light Screen
Zen Headbutt

Bug Buzz
Close Combat
Counter
Disable
Feint
Hydro Pump
Megahorn
Wing Attack

Psyshock
Toxic
Hail
Hidden Power

Ice Beam
Blizzard
Hyper Beam
Protect
Rain Dance
Telekinesis
Safeguard
Frustration
Solarbeam

Thunderbolt
Thunder
Return
Psychic
Shadow Ball
Double Team
Facade
Rest
Attract
Round
Echoed Voice
Overheat
Ally Switch

Focus Blast
Fling
Retaliate
Giga Impact
Flash
Psych Up
X-Scissor
Dream Eater
Swagger

Substitute
Cut
Surf

Electroweb
Helping Hand
Icy Wind
Magic Coat
Magic Room
Recycle
Role Play
Skill Swap
Trick
Wonder Room

Hitmontop (M)
Nature: Impish (+1 Def, -1 SpA)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, & Vital Throw. Superior reaction time in close quarters.

Abilities:
Intimidate: (Trigger) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents. Command: (Ability: Intimidate)
Technician: (Passive) This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Steadfast (DW): (Passive) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round

Stats:
HP: 90
Atk: Rank 3
Def: Rank 4+
SpA: Rank 1-
SpD: Rank 4
Spe: 70
Size Class: 3
Weight Class: 3
Base Rank Total: 17

EC: 6/6
MC: 0
DC: 5/5

Attacks(35/76):
Fake Out
Foresight
Helping Hand
Revenge
Rolling Kick
Tackle
Focus Energy
Pursuit
Quick Attack
Triple Kick
Rapid Spin
Feint
Agility
Quick Guard
Wide Guard
Counter
Detect
Close Combat
Endeavor

Curse
Toxic
Bulk Up
Hidden Power
Sunny Day

Protect
Rain Dance
Frustration

Earthquake
Return
Dig

Brick Break
Double Team
Sandstorm
Aerial Ace
Facade
Secret Power
Rest
Attract
Thief
Low Sweep
Round
Retaliate
Stone Edge
Gyro Ball
Bulldoze
Captivate

Rock Slide
Work Up
Natural Gift
Swagger
Substitute
Strength

Rock Smash

Bullet Punch
Endure
Hi Jump Kick
Mach Punch
Mind Reader
Vacuum Wave

Body Slam
Covet
Double-Edge

Drill Run
Headbutt
Low Kick
Mega Kick

Mimic
Mud-Slap
Role Play
Rollout
Seismic Toss
Sleep Talk
Snore

Sucker Punch
Swift
Twister
Uproar

Angel of Death [Charizard] (F)
Nature: Naughty
Type: Fire/Flying
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

<Pwnemon> can i claim .2 uc for geodude's prize claim for "emotional trauma"

Abilities:
Blaze: (Passive) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Solar Power (DW): (Passive) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

Stats:
HP: 100
Atk: Rank 4+
Def: Rank 3
SpA: Rank 4
SpD: Rank 2-
Spe: 100
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Attacks (38/108):
Air Slash
Heat Wave
Dragon Claw
Scratch
Leer
Growl
Ember
Smokescreen
Metal Claw
Dragon Rage
Rage
Scary Face
Fire Fang
Flame Burst
Flamethrower
Slash
Wing Attack
Fire Spin

Inferno
Flare Blitz

Ancientpower
Beat Up
Belly Drum
Bite

Counter
Crunch
Dragon Dance
Dragon Rush
Focus Punch

Hone Claws
DynamicPunch
Headbutt
Curse
Roar
Toxic
Hidden Power

Sunny Day
Take Down
Hyper Beam
Protect
Frustration

Solarbeam
Submission
Dragonbreath

Earthquake
Return
Dig
Brick Break
Double Team
Sandstorm
Reflect

Bide
Fire Blast
Rock Tomb
Aerial Ace
Facade
Flame Charge
Secret Power
Skull Bash

Rest
Attract
Round
Echoed Voice

Overheat
Focus Blast
Fling

Sky Drop
Incinerate
Will-O-Wisp

Shadow Claw
Swords Dance
Bulldoze
Captivate
Rock Slide
Dragon Tail
Natural Gift
Swagger
Substitute
Cut
Fly
Strength
Defog
Rock Smash


Air Cutter
Blast Burn

Body Slam
Defense Curl
Double-Edge
Dragon Pulse
Fire Pledge
Fire Punch
Fury Cutter
Headbutt
Iron Tail
Mega Kick
Mega Punch
Mimic
Mud-Slap
Ominous Wind

Outrage
Roost
Seismic Toss
Sleep Talk
Snore
Swift
Tailwind

Thunderpunch
Twister

Nightcrawler [Houndoom] (M)
Nature: Lonely
Type: Dark/Fire
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.

Abilities:
Early Bird: (Passive) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Flash Fire: (Passive) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Unnerve (DW): (Passive) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats:
HP: 100
Atk: Rank 4+
Def: Rank 1-
SpA: Rank 4
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 4
Base Rank Total: 18

EC: 6/6
MC: 0
DC: 5/5

Attacks (35/81):
Thunder Fang
Leer
Ember
Howl
Smog
Roar
Bite
Odor Sleuth
Beat Up
Fire Fang
Faint Attack

Foul Play
Embargo
Flamethrower
Crunch
Nasty Plot
Inferno

Counter
Feint
Fire Spin
Punishment
Pursuit
Rage

Reversal
Sucker Punch

Curse
Roar
Toxic
Hidden Power

Sunny Day
Taunt
Hyper Beam
Protect
Frustration
Solarbeam
Return
Shadow Ball
Double Team

Sludge Bomb
Fire Blast
Torment
Facade
Secret Power

Detect
Flame Charge
Rest
Attract
Thief
Round

Overheat
Incinerate
Endure

Will-O-Wisp
Payback
Retaliate
Giga Impact
Captivate
Natural Gift
Dream Eater
Swagger
Substitute

Snarl
Strength
Rock Smash


Body Slam
Dark Pulse
Double-Edge
Headbutt

Heat Wave
Hyper Voice
Iron Tail
Mimic
Mud-Slap
Nightmare
Role Play

Sleep Talk
Snatch
Snore
Spite
Super Fang
Swift
Uproar

Birchman [Pyroak] (F)
Nature: Brave
Type: Fire/Grass
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:
Rock Head: (Passive) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Battle Armor: (Passive) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Passive) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:
HP: 120
Atk: Rank 4+
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 51-
Size Class: 4
Weight Class: 5
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Attacks (35/84):
Flare Blitz
Wood Hammer
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Flame Burst
Leaf Tornado
Synthesis
Iron Defense
Double-Edge
Petal Dance
Lava Plume
Zap Cannon
Heat Crash

Aromatherapy
Blaze Kick
Counter
Dragonbreath
GrassWhistle

Inferno
Natural Gift
Psybeam
Sand Tomb
Seed Bomb
Water Sport

Roar
Toxic
Hidden Power

Sunny Day
Hyper Beam
Light Screen
Safeguard

Protect
Frustration
Solarbeam
Earthquake
Return
Double Team

Flamethrower
Fire Blast
Rock Tomb
Facade
Flame Charge
Secret Power
Rest
Attract
Low Sweep
Round

Overheat
Energy Ball
Endure
Incinerate

Will-O-Wisp
Giga Impact
Flash
Swords Dance
Bulldoze

Rock Slide
Dragon Tail
Grass Knot
Natural Gift
Swagger
Substitute
Flash Cannon
Rock Smash
Strength
Rock Climb


Ancientpower
Block
Earth Power
Headbutt

Heat Wave
Iron Tail
Low Kick
Sleep Talk
Snore

Stealth Rock
Worry Seed

Meltdown [Rotom] (-)
Nature: Modest
Type: Electric/Fire
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Abilities:
Levitate: (Passive) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.

Stats:
HP: 90
Atk: Rank 2-
Def: Rank 4
SpA: Rank 5+
SpD: Rank 4
Spe: 86
Size Class: 2
Weight Class: 3
Base Rank Total: 20

EC: N/A
MC: 0
DC: N/A

Attacks:
Overheat
Trick
Astonish
Thunder Wave
Thundershock
Confuse Ray
Uproar
Double Team
Shock Wave
Substitute
Ominous Wind
Charge
Discharge

Toxic
Hidden Power (Ice, 7)
Sunny Day
Light Screen
Protect
Rain Dance
Telekinesis
Thunderbolt
Thunder
Shadow Ball
Reflect
Rest
Charge Beam
Will-O-Wisp
Volt Switch

Dark Pulse
Electroweb
Pain Split
Signal Beam
Sleep Talk
Sucker Punch

Ace [Darmanitan] (M)
Nature: Docile
Type: Fire, Fire/Psychic
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Sheer Force: (Toggle)
No default effect. When toggled, this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.
Zen Mode (DW): (Toggle) No default effect. When toggled, once below 50% of its maximum HP, the Pokemon can focus incredible energy into its body and change forms.

Stats: (Normal Form)
HP: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 95
Size Class: 3
Weight Class: 4
Base Rank Total: 18

(Zen Mode)
HP: 110
Atk: Rank 2
Def: Rank 4
SpA: Rank 5
SpD: Rank 4
Spe: 55
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Tackle
Rollout
Incinerate
Rage
Swagger
Fire Fang
Headbutt
Uproar
Facade
Fire Punch
Taunt
Thrash
Belly Drum
Work Up
Superpower
Hammer Arm
Flare Blitz
Overheat

Hidden Power (Ice, 7)
Protect
Earthquake
Psychic
Brick Break
Double Team
Flame Charge
Focus Blast
Will-O-Wisp
Rock Slide
U-turn

Encore
Endure
Flame Wheel
Focus Energy
Take Down

Endeavor

Annie [Camerupt] (F)
Nature: Brave (+1 Atk, -15% Spe, -10% Eva)
Type: Fire/Ground
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:
Magma Armor: (Passive) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
Solid Rock: (Passive) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Anger Point (DW) (Passive) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0). Critical hits from self-targeting moves do not activate Anger Point.

Stats:
HP: 100
Atk: Rank 5+
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 34-
Size Class: 4
Weight Class: 6
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 6/5

Attacks:
Tackle
Growl
Ember
Magnitude
Focus Energy
Flame Burst
Take Down
Amnesia
Lava Plume
Flamethrower
Rock Slide
Earth Power
Yawn
Eruption
Earthquake

Sunny Day
Protect
Solarbeam
Dig
Fire Blast
Overheat
Will-O-Wisp
Explosion

Body Slam
Endure
Mud Bomb
Rollout
Stomp

Selfdestruct
Stealth Rock

Scylar (F)
Nature: Mild (+1 SpA, -1 Def)
Type: Ice/Bug
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).

Stats:
HP: 90
Atk: Rank 3
Def: Rank 1-
SpA: Rank 4+
SpD: Rank 2
Spe: 91
Size Class: 1
Weight Class: 1
Base Rank Total: 15

EC: 3/6
MC: 0
DC: 3/5

Moves:
Fury Attack
Leer
Leech Life
Scratch
Ice Shard
Focus Energy
Slash
Icy Wind
Bug Bite
X-Scissor
Icicle Spear
Hail
Bug Buzz
Sheer Cold

Counter
Pin Missile
Signal Beam
Spikes
Tail Glow
Water Pulse

Hidden Power (Fire, 6)
Blizzard
Protect
Dig
Aerial Ace
Frost Breath

Sneasel (F)
Nature: Adamant
Type: Dark/Ice
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities:
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Pickpocket (DW): (Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.

Stats:
HP: 90
Atk: Rank 4+
Def: Rank 2
SpA: Rank 1-
SpD: Rank 3
Spe: 115
Size Class: 2
Weight Class: 3
Base Rank Total: 16

EC: 2/6
MC: 0
DC: 5/5

Attacks:
Scratch
Leer
Taunt
Quick Attack
Faint Attack
Icy Wind
Screech
Fury Swipes
Agility
Metal Claw
Hone Claws

Assist
Counter
Double Hit
Fake Out
Feint
Ice Shard

Hail
Dig
Brick Break
Aerial Ace
X-Scissor

Swinub (F)
Nature: Jolly (+15% Spe, +12% Acc, -1 SpA)
Type: Ice/Ground
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Thick Fat (DW): (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1-
SpD: Rank 2
Spe: 58+ (+12% Acc)
Size Class: 1
Weight Class: 1
Base Rank Total: 12

EC: 1/9
MC: 0
DC: 1/5

Attacks:
Tackle
Odor Sleuth
Mud Sport
Powder Snow
Mud-Slap
Endure
Mud Bomb
Icy Wind
Ice Shard
Earthquake
Flail

Bite
Fissure
Icicle Crash
Icicle Spear
Stealth Rock

Hail
Protect
Dig
Double Team
Rock Slide

Superpower

Tepig (M)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type: Fire
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.

Abilities:
Blaze: (Passive) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Thick Fat (DW, locked): (Passive) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3+
SpD: Rank 2
Spe: 39-
Size Class: 1
Weight Class: 1
Base Rank Total: 14

EC: 0/9
MC: 0
DC: 0/5

Attacks:
Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Flame Charge
Smog
Rollout
Take Down

Body Slam
Covet
Heavy Slam
Magnitude
Yawn

Sunny Day
Protect
Solarbeam
Fire Blast
Wild Charge
 
Last edited:

Someoneelse

Why am I here?


Trainer Name: Someoneelse or Alakazam
Pokemon:


W/L/T: I've/Lost/Track
I want to be the Fire Gym Leader!

Backpack:
Amulet Coin*1
Exp. Share*2
Lucky Egg*2

Charcoal*1
Dusk Stone*1
Expert Belt*1
Everstone*1
Rare Candy*1
Rotom Oven*1

Heal Ball*4
Sport Ball*5

Oran Berry x2
Pecha Berry x2
Rawst Berry x2
Cheri Berry x2
Aspear Berry x2
Leppa Berry x2
Chesto Berry x2
Enigma Berry x5


Token Pocket:
Currency Counters: 14
Universal Counters: 52

Battle Slots:
Ongoing:
Versus IceSpade
Versus Zt



Roleplays
Ongoing:
Mysterious Cove- Swampert, Roselia, Rotom
Battle Hall- Camerupt (1 round)

Completed:
Battle Hall- Budew (2 rounds), Larvesta (6 rounds), Aerodactyl (3 rounds), Chimchar (8 rounds)
Battle Pike- Chandelure, Alakazam, Haxorus (Up to Lucy)

Pokemon Team:
I have made a social group for my Pokemon now. All of my Pokemon will be updated there, and are linked to their profiles here, in the form of their sprite.

Fire-types:
[URL='http://www.smogon.com/forums/group.php?do=discuss&group=&discussionid=35045']

Other:
[URL='http://www.smogon.com/forums/group.php?do=discuss&group=&discussionid=33149']
[URL='http://www.smogon.com/forums/group.php?do=discuss&group=&discussionid=35045'][/URL]

Chess Team
[URL='http://www.smogon.com/forums/group.php?do=discuss&group=&discussionid=33643']
[URL='http://www.smogon.com/forums/group.php?do=discuss&group=&discussionid=35045'][/URL]

Volcarona* [Firefly] (F)
Nature:
Timid
Type:
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).

Abilities:
Flame Body (Passive):
This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

Swarm (Passive) (DW, unlocked):
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

Stats:

HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 115 (+)
+15% Accuracy
Size Class: 3
Weight Class: 3
Base Rank Total: 22


EC: 6/6
MC: 0
DC: 5/5

Attacks:
Acrobatics
Amnesia
Bug Buzz
Double Team
Ember*
Endure*
Fiery Dance
Fire Blast
Flamethrower*
Fly
Foresight
Giga Drain
Gust
Harden
Heat Wave
Hidden Power (Rock, 7)
Hurricane
Hyper Beam
Incinerate
Leech Life*
Magnet Rise
Morning Sun*
Overheat
Protect
Psychic*
Quiver Dance
Rest
Roost
Sleep Talk
SolarBeam
String Shot*
Struggle Bug
Substitute
Sunny Day
Take Down*
U-turn
Wild Charge*
Zen Headbutt*
38/64



Rotom [Plasma] (N)
Nature: Modest
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Grass (Cut): Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Ice (Fridge): Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Fire (Heat): Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Flying (Spin): Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Water (Wash): Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.


Abilities:
Levitate (Passive):
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 91
Size Class: 1 (0.3m)
Weight Class: 1 (0.3kg)
Base Rank Total: 16

Cut
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Size Class: 2 (1.3m)
Weight Class: 3 (25.3 kg)
Base Rank Total: 20

Fridge
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Size Class: 4 (2.3m)
Weight Class: 5 (100.03kg)
Base Rank Total: 20

Heat
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Size Class: 2 (1.3m)
Weight Class: 3 (25.3kg)
Base Rank Total: 20

Spin
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Size Class: 1 (0.8m)
Weight Class: 2 (10.3kg)
Base Rank Total: 20

Wash
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Size Class: 3 (1.8m)
Weight Class: 4 (50.3kg)
Base Rank Total: 20



EC: N/A
MC: 0
DC: N/A

Attacks:
Astonish
Confuse Ray
Dark Pulse
Discharge
Double Team
Electroweb
Hidden Power (Ice, 7)
Light Screen
Ominous Wind
Pain Split
Protect
Reflect
Shock Wave
Sleep Talk
Snatch
Substitute
Thunderbolt
ThunderShock
Thunder Wave
Trick
Uproar
Will-O-Wisp
Thundershock / Overheat / Blizzard / Hydro Pump / Leaf Storm / Air Slash
23/??


Chandelure [Wisp] (F)
Nature: Modest
Type:
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.

Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Flame Body (Passive):
This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

Flash Fire (Passive):
This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.

Shadow Tag (Passive) (DW, unlocked):
Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 7 (+)
SpD: Rank 3
Spe: 80
Size Class: 2
Weight Class: 3
Base Rank Total: 19


EC: 9/9
MC: Complete
DC: 5/5

Attacks:
Acid
Acid Armor
Astonish
Attract
Calm Mind
Captivate
Clear Smog
Confuse Ray
Curse
Dark Pulse
Double Team
Dream Eater
Embargo
Ember
Endure
Energy Ball
Facade
Fire Blast
Fire Spin
Flame Burst
Flame Charge
Flamethrower
Flash
Frustration
Giga Impact
Haze
Heat Wave
Hex
Hidden Power (Fighting, 7)
Hyper Beam
Imprison
Incinerate
Inferno
Memento
Minimize
Night Shade
Overheat
Pain Split
Payback
Protect
Psychic
Psych Up
Rest
Return
Round
Safeguard
Shadow Ball
Sleep Talk
Smog
Snore
SolarBeam
Spite
Substitute
Sunny Day
Swagger
Taunt
Telekinesis
Thief
Toxic
Trick
Trick Room
Will-O-Wisp
62/62


Camerupt [Vesuvius] (M)
Credit for the sprite goes to Canis Majoris
Nature: Brave
Type:
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.

Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:
Magma Armor (Passive):
This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).

Solid Rock (Passive):
This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).

Anger Point (Passive) (DW, unlocked):
When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0). Critical hits from self-targeting moves do not activate Anger Point.

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 34 (-)
-10% Evasion
Size Class: 4
Weight Class: 6
Base Rank Total: 19


EC: 6/6
MC: 0
DC: 5/5

Attacks:
Amnesia
Attract
Body Slam
Bulldoze
Curse
Dig
Double Team
Earthquake
Earth Power
Ember
Endure
Eruption
Fire Blast
Flame Burst
Flamethrower
Focus Energy
Giga Impact
Growl
Heat Wave
Hidden Power (Ice, 7)
Iron Head
Lava Plume
Magnitude
Protect
Rest
Rock Polish
Rock Slide
Sleep Talk
SolarBeam
Stealth Rock
Stone Edge
Substitute
Sunny Day
Tackle
Take Down
Toxic
Will-O-Wisp
Yawn
38/??


Infernape [Mischief] (M)
Nature: Lonely
Type:
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.

Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:
Blaze (Passive):
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

Iron Fist (Passive) (DW, unlocked):
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, DynamicPunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, ThunderPunch)

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 108
Size Class: 3
Weight Class: 4
Base Rank Total: 21


EC: 9/9
MC: 0
DC: 5/5

Attacks:
Acrobatics
Brick Break
Bulldoze
Calm Mind
Close Combat
Counter
Dig
Dual Chop
Earthquake
Ember
Encore
Endeavor
Fake Out
Fire Punch
Flamethrower
Flame Wheel
Flare Blitz
Focus Energy
Fury Swipes
Grass Knot
Leer
Nasty Plot
Protect
Quick Guard
Rest
Scratch
Shadow Claw
Slack Off
SolarBeam
Stone Edge
Substitute
Swagger
Taunt
ThunderPunch
Torment
U-turn
36/100


Pyroak [Australia] (F)
Nature:
Brave
Type:
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:
Rock Head (Passive):
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Battle Armor (Passive):
This Pokemon’s thick armor prevents it from taking critical hits.

Chlorophyll (Passive) (DW, unlocked):
During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:

HP: 120
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 52 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Attacks:
Absorb
Blaze Kick
Block
Bulldoze
Bullet Seed
Double Team
Dragon Tail
Earth Power
Earthquake
Ember
Energy Ball
Fire Spin
Flame Charge
Flamethrower
Flame Wheel
Flare Blitz
Giga Drain
Giga Impact
Growth
Heat Crash
Lava Plume
Leaf Tornado
Leech Seed
Petal Dance
Protect
Rest
Rock Slide
Seed Bomb
Sleep Talk
Substitute
Swagger
Sweet Scent
Synthesis
Wood Hammer
Zap Cannon
35/94


Nature: Quiet
Type:
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.

Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:
Blaze (Passive):
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

Thick Fat (Passive) (DW, locked):
This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Stats:

HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 47 (-)
Size Class: 2
Weight Class: 4
Base Rank Total: 15


EC: 4/9
MC: 0
DC: 2/5

Attacks:
Body Slam
Brick Break
Bulldoze
Defense Curl
Ember
Endeavor
Flame Charge
Flamethrower
Grass Knot
Heavy Slam
Odor Sleuth
Protect
Rollout
Smog
Superpower
Tackle
Tail Whip
Take Down
Taunt
Wild Charge
Yawn
21/??

Nature: Mild
Type:
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.

Abilities:
Intimidate (Trigger):
When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents.

Flash Fire (Passive):
This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.

Justified (Passive, DW locked):
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 14

EC: 0/6
MC: 0
DC: 0/5

Attacks:
Bite
Body Slam
Close Combat
Crunch
Dig
Double Team
Ember
Fire Fang
Flamethrower
Flame Wheel
Flare Blitz
Helping Hand
Leer
Morning Sun
Odor Sleuth
Protect
Reversal
Roar
Take Down
Wild Charge
20/??

Nature: Naughty
Type:
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.

Abilities:
Blaze (Passive):
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

Solar Power (Passive) (DW, locked):
When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 13


EC: 0/9
MC: 0
DC: 0/5

Attacks:
Aerial Ace
Counter
Crunch
Dig
Dragon Pulse
Dragon Rage
Ember
Fire Fang
Flare Blitz
Focus Punch
Growl
Leer
Metal Claw
Protect
Rage
Rock Slide
Scary Face
Scratch
Shadow Claw
SmokeScreen
20/??


Seadra [King] (M)
Nature: Hasty
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Poison Point (Toggle):
By default, this Pokemon's spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When toggled, this Pokemon's natural toxins are more potent. As a result, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison instead (with the same chance of effect).

Sniper (Passive):
This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.

Damp (Passive) (DW, locked):
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 98 (+)
+16% Accuracy
Size Class: 2
Weight Class: 2
Base Rank Total: 16

EC: 8/9
MC: 0
DC: 3/5

Attacks:
Agility
Bubble
BubbleBeam
Clear Smog
Disable
Dive
Dragon Pulse
Focus Energy
Hidden Power (Fire, 7)
Hydro Pump
Ice Beam
Icy Wind
Leer
Outrage
Protect
Razor Wind
Signal Beam
SmokeScreen
Substitute
Surf
Water Gun
21/??


Combee [Queen] (F)
Nature: Quiet
Type:
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).

Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Honey Gather (Passive):
This Pokemon emits a scent of sweet honey that lowers all foes' Evasion by one (1) Stage.

Hustle (Toggle) (DW, locked):
No default effect. When toggled, this Pokemon puts immense force and speed into its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 60 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 4/6
MC: 2
DC: 1/5

Attacks:
Air Cutter
Bug Bite
Endeavor
Gust
Ominous Wind
Snore
Sweet Scent
Tailwind
8/??



Swampert* [Flood] (M)
Nature: Adamant
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:
Torrent (Passive):
When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)

Damp (Passive) (DW, unlocked):
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:

HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 60
Size Class: 4
Weight Class: 4
Base Rank Total: 19

EC: 9/9
MC: 1
DC: 5/5

Attacks:
Avalanche*
Bide*
Bite*
Brick Break
Counter
Dig*
Double-Edge*
Double Team
Earthquake
Endeavor
Foresight*
Growl*
Mirror Coat
Mud Bomb
Mud Shot
Mud-Slap*
Mud Sport*
Protect
Rain Dance
Roar
Rock Slide*
Rock Smash
Substitute
Tackle*
Toxic
Waterfall*
Water Gun*
27/??


Roselia* [Fleur] (F)
Nature: Timid
Type:
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Poison Point (Toggle):
By default, this Pokemon's spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When toggled, this Pokemon's natural toxins are more potent. As a result, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison instead (with the same chance of effect).

Natural Cure (Passive):
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

Leaf Guard (Passive) (DW, locked):
In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Stats:

HP: 90
Atk: Rank 1
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 75
+10% Accuracy
Size Class: 1
Weight Class: 1
Base Rank Total: 16

EC: 4/9
MC: 0
DC: 0/5

Attacks:
Absorb*
Extrasensory*
Giga Drain*
GrassWhistle
Growth*
Leaf Storm
Leech Seed
Magical Leaf
Mega Drain*
Poison Sting*
Protect
Shadow Ball
Spikes
Stun Spore
Synthesis*
Toxic*
Venoshock*
Water Sport*
Worry Seed*
19/??


Weavile [UU] (M)
Nature: Adamant
Type:
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities:
Pressure (Passive):
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Pickpocket (Trigger) (DW, unlocked):
This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.

Command: [Ability: Pickpocket (Ally Item Swap)]

Stats:

HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 125
Size Class: 2
Weight Class: 3
Base Rank Total: 21

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Aerial Ace
Agility
Assurance
Beat Up
Brick Break
Counter
Cut
Dig
Double Team
Embargo
Faint Attack
Fake Out
Feint
Frustration
Fury Swipes
Hone Claws
Ice Punch
Ice Shard
Icy Wind
Leer
Low Sweep
Metal Claw
Nasty Plot
Night Slash
Protect
Punishment
Quick Attack
Return
Revenge
Scratch
Screech
Shadow Claw
Slash
Snatch
Taunt
Torment
X-Scissor
37/??


Aerodactyl [Missingno.] (M)
Nature:
Adamant
Type:
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Rock Head (Passive):
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Pressure (Passive):
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Unnerve (Passive):
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 130
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: N/A
MC: 0
DC: 1/5

Attacks:
Agility
AncientPower
Bite
Crunch
Earthquake
Fire Fang
Fly
Foresight
Ice Fang
Protect
Pursuit
Roar
Roost
Scary Face
Sky Attack
Steel Wing
Stone Edge
Supersonic
Tailwind
Taunt
Thunder Fang
Torment
Wing Attack
23/??


Shellder [Walter] (M)
Nature: Mild
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Shell Armor (Passive):
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Skill Link (Passive):
This Pokemon’s skillful aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).

Overcoat (Passive) (DW, locked):
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Stats:

HP: 90
Atk: Rank 3
Def: Rank 3 (-)
SpA: Rank 3 (+)
SpD: Rank 1
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 14

EC: 2/6
MC: 0
DC: 1/5

Attacks:
Aqua Ring
Aurora Beam
Clamp
Dive
Hidden Power (Grass, 7)
Ice Beam
Icicle Spear
Leer
Protect
Rapid Spin
Rest
Rock Blast
Supersonic
Surf
Tackle
Toxic
Twineedle
Water Pulse
Withdraw
19/??


Alakazam [Someoneelse] (M)
Nature:
Modest
Type:
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Synchronize (Passive):
Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.

Inner Focus (Passive):
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Magic Guard (Passive) (DW, unlocked):
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 120
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC: 9/9
MC: 0
DC: 5/5

Attacks:
Ally Switch
Bide
Calm Mind
Confusion
Counter
Disable
Double Team
Encore
Energy Ball
Focus Blast
Guard Split
Hidden Power (Fighting, 7)
Kinesis
Knock Off
Light Screen
Magic Guard
Miracle Eye
Protect
Psybeam
Psychic
Psyshock
Reflect
Recover
Shadow Ball
Skill Swap
Teleport
26/??


Gyarados [Skulkraken] (F)
Nature:
Adamant
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Intimidate (Trigger):
When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents.

Command: (Ability: Intimidate)

Moxie (Passive) (DW, locked):
This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Stats:

HP: 100 (+)
Atk: Rank 6
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 81
Size Class: 6
Weight Class: 6
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 3/5

Attacks:
Aqua Tail
Bounce
Bubble
Dragon Dance
Dragon Rage
Dragon Tail
Earthquake
Flail
Ice Fang
Leer
Reversal
Splash
Tackle
Thrash
14/??


Haxorus [Helicopter] (F)
(Get it? As in Chopper? No… Okay)
Nature: Jolly
Type:
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:
Mold Breaker (Passive):
Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Rivalry (Passive):
This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.

Unnerve (Passive) (DW, unlocked):
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats:

HP: 100
Atk: Rank 6
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 112 (+)
+14% Accuracy
Size Class: 3
Weight Class: 5
Base Rank Total: 21

EC: 9/9
MC: 0
DC: 5/5

Attacks:
Aerial Ace
Assurance
Brick Break
Counter
Cut
Dig
Dragon Rage
Dual Chop
Endure
False Swipe
Focus Energy
Guillotine
Leer
Night Slash
Outrage
Rest
Reversal
Scary Face
Scratch
Slash
Superpower
Swords Dance
Taunt
X-Scissor
24/64


Riolu [Aura] (M)
Nature:
Hasty
Type:
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:
Steadfast (Passive):
If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

Inner Focus (Passive):
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Prankster (Passive) (DW, locked):
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 69 (+)
+11% Accuracy
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 0/6
MC: 0
DC: 0/5

Attacks:
Agility
Blaze Kick
Copycat
Counter
Crunch
Dig
Earthquake
Endure
Feint
Force Palm
Foresight
Protect
Quick Attack
Reversal
Rock Slide
Screech
Shadow Claw
Sky Uppercut
Vacuum Wave
19/??


Dratini [Hermes] (M)
Nature:
Rash
Type:
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:
Shed Skin (Passive):
This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Marvel Scale (Passive) (DW, locked):
This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 1 (-)
Spe: 50
Size Class: 2
Weight Class: 1
Base Rank Total: 13

EC: 3/9
MC: 2
DC: 2/5

Attacks:

Agility
Aqua Jet
Dragon Dance
Dragon Pulse
Dragon Rage
Dragon Tail
ExtremeSpeed
Flamethrower
Ice Beam
Leer
Light Screen
Outrage
Protect
Slam
Surf
Thunderbolt
Thunder Wave
Twister
Wrap
19/??


Golbat [Echo] (M)
Nature:
Jolly
Type:
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Inner Focus (Passive):
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Infiltrator (Passive) (DW, locked):
Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 104 (+)
+19% Accuracy
Size Class: 3
Weight Class: 4
Base Rank Total: 18

EC: 8/9
MC: 0
DC: 4/5

Attacks:
Acrobatics
Air Cutter
Astonish
Bite
Brave Bird
Confuse Ray
Fly
Leech Life
Protect
Pursuit
Screech
Snatch
Steel Wing
Supersonic
Swift
Taunt
Thief
Torment
U-turn
Whirlwind
Wing Attack
Zen Headbutt
22/??


Lairon [TM28 TOMBSTONER] (M)
Death Heavy Metal Rock Band
Nature: Brave
Type:
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Rock: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Sturdy (Passive):
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Rock Head (Passive):
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Heavy Metal (Passive) (DW, locked):
The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 2
SpD: Rank 2
Spe: 34 (-)
-10% Evasion
Size Class: 2
Weight Class: 5 [6 Heavy Metal]
Base Rank Total: 16

EC: 7/9
MC: 0
DC: 4/5

Attacks:
Body Slam
Bulldoze
Curse
Dig
Earthquake
Endeavor
Harden
Headbutt
Head Smash
Heavy Slam
Iron Defense
Iron Head
Metal Burst
Metal Claw
Mud-Slap
Protect
Roar
Rock Slide
Substitute
Superpower
Tackle
Take Down
Toxic
23/??

Treecko [Silva] (F)
Nature: Hasty
Type:

Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:
Overgrow (Passive):
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)

Unburden (Passive) (DW, locked):
This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its Speed doubles (x2) until it receives another item. This ability only activates on the first use of a consumable item - subsequent uses of the same item do not activate Unburden, even if the Pokemon switches out between uses.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 81 (+)
+23% Accuracy
Size Class: 1
Weight Class: 1
Base Rank Total: 14

EC: 0/9
MC: 0
DC: 0/5

Attacks:
Absorb
Acrobatics
Brick Break
Crunch
Dig
Endeavor
Leaf Storm
Leech Seed
Leer
Pound
Protect
Pursuit
Quick Attack
Rock Slide
Screech
Synthesis

16/??

Blitzle [Knight] (M)
Nature: Hasty
Type:

Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Abilities:
Lightningrod (Passive):
These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightningrod will not activate.

Motor Drive (Passive):
This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Sap Sipper (Passive) (DW, locked):
This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 88 (+)
+18% Accuracy
Size Class: 1
Weight Class: 3
Base Rank Total: 13

EC: 0/6
MC: 0
DC: 0/5

Attacks:
Charge
Double-Edge
Double Kick
Double Team
Endure
Flame Charge
Hidden Power (Grass, 7)
Me First
Pursuit
Quick Attack
Sand-Attack
Shock Wave
Spark
Tail Whip
Thunder
Thunder Wave
Volt Switch
Wild Charge

18/??
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Last edited:
feordis7: Just a couple of things. Your Pokemon are all missing how much EC/MC/DC they have (which of course is 0 for right now, but it still needs to be listed). See the example Sunkern in the OP for reference.

Also, your Psyduck's stats are currently wrong (it has Shellder's atm?). Anyways, it might be easier for refs and co. to format your Pokemon's stats a little differently, because the way you're accounting for nature is a little misleading. Instead of putting a (-1) or (+1) next the the nature, consider just actually decreasing/increasing the number by 1 and then putting a - or + next to it? Of course, you don't have to do that, or really change it at all, but just a suggestion.

For a couple other small notes, you did calculate Dratini's updated Speed and Accuracy boost correctly, though you might want to change the "+X% Acc" in it's Jolly nature description to "+12% Acc." Other than that, there's nothing else wrong with your profile, so once you fix those, VM me and I can approve you.

Consider putting spaces in between the types of moves your Pokemon have though (by that I mean level up, TM, etc) so that approvers in the future can easily distinguish between them. You don't have to, but it makes our job a little easier :(
Approved!

MorgzKiller99: Your Pokemon need sprites, and they're also missing EC/MC/DC, so you gotta add those (see the example Sunkern in the OP for reference). As for each Pokemon individually:

On Chimchar, I'm afraid you can't have Earthquake until it evolves into Infernape, but other than that it's fine.

On Pichu, its stats are slightly wrong. It should have Rank 1 Attack after the nature drop, and Rank 1 Defense. Also, it should have an Accuracy boost of +16% (69*69/290 = 16.4, which rounds down to 16). Furthermore, it can't start with Iron Tail or Shock Wave, because those aren't TMs in gen 5.

On Riolu, it also gets the ability Steadfast, and it gets Screech as a starting level up move.

Once you fix those, VM me and I'll approve you.
Approved!

Geodude6: Approved!

Someoneelse: All you need to do is add in the accuracy boosts that Budew and Larvesta get from their natures. Budew gets an accuracy boost of 14% (64*64/290 = 14.1 which rounds down), and Larvesta gets an accuracy boost of 11% (69*69/435 = 10.9 which rounds up).

Once you add those in, VM me and I'll approve you.

Also, you only need the summary of each type description, but it doesn't really matter.
Approved!
 

Trainer Name: Faylion
Pokemon: Garchomp, Milotic, Volcarona, Lucario, Whimsicott, Solosis
W/L/T: 4/7/1

Backpack:
Berry Pocket:
Oran x2
Leppa x2
Cheri x2
Pecha x2
Rawst x2
Aspear x2
Chesto x2

Item Pocket:
Amulet Coin x1
Soothe Bell x1
(Prism Scale -8, Sun Stone -8, Expert Belt -20, Life Orb -20, Leftovers -20)

Token Pocket:
Currency Counters: 2
Universal Counters: 12

Battle Slots:
Battle Hall
Battle Subway Streak: 0



Pokemon Team:


Nature:
Mild (+SpA, - Def)

Type:
Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:
Ability 1: Sand Veil
Type: Innate
This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.

Ability 2: Rough Skin (DW: Unlocked)
Type: Innate
When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.


Stats:
HP: 110
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 102
Size Class: 3
Weight Class: 4
Base Rank Total: 22

EC: 9/9
MC: 1
DC: 5/5

Attacks:
Physical:
Body Slam
Dig
Dragon Claw
Dual Chop
Earthquake
Fire Fang
Iron Head
Outrage
Rock Slide
Sand Tomb
Slash
Stone Edge
Tackle
Take Down
(Thrash -2, Crunch -2)

Special:
Dragon Pulse
Dragon Rage
Earth Power
Flamethrower
Hidden Power 7 (Grass)
Mud Slap
(Draco Meteor -2)

Support:
Double Team
Endure
Protect
Sand-Attack
Sandstorm
Substitute
Sword Dance
(Stealth Rocks -2)



Nature:
Bold (+Def, -Atk)

Type:
Water STAB; can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Ability 1: Marvel Scale:
Type: Innate
This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).

Ability 2: Cute Charm (DW: Unlocked)
Type: Innate
This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 5
Spe: 81
Size Class: 5
Weight Class: 5
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Physical:
Dive
Tackle
(Dragon Tail -2)

Special:
Brine
Dragon Pulse
Hidden Power 7 (Electric)
Hyper Beam
Ice Beam
Icy Wind
Scald
Surf
Twister
Water Gun
Water Pulse
Water Sport
Whirlpool
Wrap
(Hydro Pump -1)

Support:
Aqua Ring
Attract
Captivate
Confuse Ray
Haze
Mirror Coat
Protect
Rain Dance
Recover
Refresh
Rest
Safeguard
Sleep Talk
Splash
Toxic



Nature:
Timid (+Spe, -Atk)

Type:
Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).

Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Abilities:
Ability 1: Flame Body
Type: Innate
This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

Ability 2: Swarm (DW: Unlocked)
Type: Innate
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 115 (+) (Acc +15%)
Size Class: 3
Weight Class: 3
Base Rank Total: 22

EC: 6/6
MC: 1
DC: 5/5

Attacks:
Physical:
Flare Blitz
Fly
Leech Life
Take Down
U-Turn

Special:
Bug Buzz
Ember
Fiery Dance
Fire Blast
Giga Drain
Gust
Heat Wave
Hidden Power 7 (Rock)

Hurricane
Psychic
Silver Wind
(Hyper Beam -2)

Support:
Double Team
Endure
Foresight

Magnet Rise

Morning Sun
Protect
Rage Powder
Roost
Quiver Dance
Safeguard
String Shot
Sunny Day
Tailwind
Will-O-Wisp


@ Soothe Bell
Nature:
Naive (+Spe, -SpD)

Type:
Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Ability 1: Steadfast
Type: Innate
If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

Ability 2: Inner Focus
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Ability 3: Justified (DW: Unlocked)
Type: Innate
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 100
Atk: Rank 4 + 1
Def: Rank 3
SpA: Rank 4 + 1
SpD: Rank 2 (-)
Spe: 104 (+) (Acc +12%)
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Physical:
Brick Break
Bullet Punch
Counter
Dig
Drain Punch
Extreme Speed
Feint
Force Palm
Hi Jump Kick
Ice Punch
Quick Attack
Rock Slide
Shadow Claw
Thunder Punch
Zen Headbutt
(Blaze Kick -3, Earthquake -2, Poison Jab -2, Bone Rush -2, Circle Throw -3)

Special:
Aura Sphere
Dark Pulse
Flash Cannon
Focus Blast
Hidden Power 7 (Water)
Psychic
(Vaccuum Wave -2, Hyper Beam -2, Dragon Pulse -1)

Support:
Agility
Copycat
Detect
Endure
Foresight
Heal Pulse
Magnet Rise
Me First
Metal Sound
Nasty Plot
Screech
Substitute
Sword Dance
(Quick Guard -2, Follow Me -3)




Nature:
Timid (+Spe, -Atk)

Type:
Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:
Ability 1: Prankster
Type: Innate
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Ability 2: Infiltrator
Type: Innate
Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

Ability 3: Chlorophyll (DW: Unlocked)
Type: Innate
During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 134 (+) (+21% Acc) / Chlorophyll: 268 (+30% Acc)
Size Class: 1
Weight Class: 1
Base Rank Total: 18

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Physical:
Endeavor
Razor Leaf

Special:
Absorb
Giga Drain
Gust
Hurricane
Mega Drain
(Energy Ball -1, Hidden Power 7 (Fire) -2)

Support:
Cotton Spore
Encore
Grass Whistle
Growth
Helping Hand
Leech Seed
Poison Powder
Safeguard
Substitute
Stun Spore
Switcheroo
Taunt
Toxic
(Protect -2, Tailwind -1, Cotton Guard -1, Sunny Day -1, Light Screen -2, Swagger -2, Trick Room -2, Double Team -2, Memento -3)



Nature: Relaxed (+Def, -Spe)

Type:
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Ability 1: Magic Guard
Type: Innate
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.

Ability 2: Overcoat
Type: Innate
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Ability 3: Regenerator (DW: Unlocked)
Type: Innate
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Stats:

HP: 110
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 3
Spe: 26 (-) (-10% Eva)
Size Class: 2
Weight Class: 2
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Attacks:
Physical:
Drain Punch
Rollout
(Fire Punch -2, Ice Punch -2, Thunder Punch -2, Superpower -2, Gyro Ball -2)

Special:
Hidden Power 7 (Fighting)
Psychic
Psyshock
Psywave
Shadow Ball
(Thunder -2, Focus Blast -2, Energy Ball -2)

Support:
Charm
Confuse Ray
Imprison
Light Screen
Pain Split
Protect
Recover
Reflect
Snatch
Thunder Wave
Trick
(Telekinesis -2, Trick Room -2, Magic Coat -2, Calm Mind -2, Skill Swap -1)
 

"Hey guys"
Trainer Name: IceSpade
Pokemon:

W/L/T:4/1/0

Backpack:

Oran x2, Leppa x2, Cheri x2, Pecha x2, Rawst x2, Aspear x2, Chesto x2


Amulet Coin
Lucky Egg
Exp. Share


Currency Counters: 8
Universal Counters: 14

Battle Slots/Roleplays:
Ongoing:
1. Vs. yoshinite
3. Vs. Someoneelse

Completed:
1. Vs. ZhengTann(loss)
2. Vs. Haradion(win)
3. Vs. Unoriginal Name(win)
4. Vs. Dare234(win)

Completed Training Battles:

1. Vs. Deadfox081(loss)
2. Vs. Woodchuck(loss)
3. Vs. Frosty(loss)

Roleplay:
Battle Hall Challenge: Completed



Pokemon Team:



Golurk [Exterminator] (M)


Nature: Adamant (+1 Atk, -1 SpAtk)

Type:
Ground
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Ghost
Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:

Iron Fist
Type: Trait
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, DynamicPunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, ThunderPunch)

Klutz
Type: Can be Disabled
The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.

No Guard (DW: Unlocked)
Type: Innate
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.

Stats:
HP: 100
Atk: Rank 6+
Def: Rank 3
SpA: Rank 1-
SpD: Rank 3
Spe: 55
Size Class: 5
Weight Class: 7
Base Rank Total: 18

EC: 6/6
MC: 1
DC: 5/5

Attacks:

Pound
Astonish
Defense Curl
Mud-Slap
Rollout
Shadow Punch
Iron Defense
Mega Punch
Magnitude
DynamicPunch
Hammer Arm
Earthquake

Drain Punch
Ice Punch
Magic Coat

Thunderpunch

Rock Slide
Brick Break
Rock Polish
Stealth Rock


Electabuzz [Obliterator] (F)

Traits: Wily, bossy and sneaky. Has a habit of making bad puns.

Nature:
Hasty (+15% Speed, +30% Accuracy, -1 Def)

Type:
Electric
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Abilities:

Static:
Type: Innate
This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.

Vital Spirit (DW: Locked)
Type: Innate
This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 1-
SpA: Rank 3
SpD: Rank 3
Spe: 121+
Size Class: 2
Weight Class: 3
Base Rank Total: 18

EC: 6/9
MC: 0
DC: 3/5

Attacks:

Quick Attack
Leer
ThunderPunch
ThunderShock
Low Kick
Swift
Shock Wave
Thunder Wave
Light Screen
Electro Ball

Cross Chop
Ice Punch
Barrier
Fire Punch

Magnet Rise
Bide
Feint

Double Team
Protect
Thunder
Substitute
Volt Switch
Hidden Power Grass 7


Slowking [Eliminator] (M)

Nature:
Quiet (+1 SpA, -15% Speed, -10% Evasion)

Type:
Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Psychic
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:

Oblivious
Type: Innate
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.

Own Tempo
Type: Innate
This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

Regenerator
Type: Innate
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5+
SpD: Rank 4
Spe: 26-
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 4/5

Attacks:
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Slack Off
Water Pulse
Psychic
Heal Pulse
Power Gem
Hidden Power (Electric 7)

Safeguard
Zen Headbutt
Future Sight

Teleport

Thunder Wave
Fire Blast
Ice Beam
Surf
Trick Room



Bronzong [Demolisher] (G)

Traits: Jolly, kindhearted, and a bit childish. Never talks with punctuation marks.

Nature: Brave (+1 Atk, - 15%Spe, -10% Evasion)

Type:
Steel:
Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Psychic:
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:

Levitate:
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Heatproof:
Type: Innate
This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.

Heavy Metal: (Locked)
Type: Innate
The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.

HP: 100
Atk: Rank 4+
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 29-
Size Class: 3
Weight Class: 5 [8 Heavy Metal]
Base Rank Total: 19

EC: 6/6
MC: 1
DC: 3/5

Tackle
Confusion
Hypnosis
Imprison
Confuse Ray
Extrasensory
Psywave
Iron Defense
Faint Attack
Safeguard
Gyro Ball
Payback
Sunny Day
Rain Dance

Signal Beam
Stealth Rock
Rollout
Stealth Rock

Toxic
Earthquake
Solarbeam
Protect
Trick Room


Deino [Pulverizer] (F)

Nature: Naive (+15% Speed, +7% Accuracy, -1 SpDef)

Types:

Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Hustle:
Can be Enabled
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 1-
Spe: 44+
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 1/9
MC: 0

Attacks:

Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Outrage

Dark Pulse
Fire Fang
Ice Fang
Draco Meteor

Taunt
Thunder Wave
Dragon Tail



Riolu [Destroyer] (F)

Nature: Quirky (No effect on stats)

Type:
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilites:
Steadfast:
Type: Innate

If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

Inner Focus:
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Prankster (DW: Locked):
Type: Innate
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 0/6
MC: 0
DC: 0/5

Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Copycat
Screech

Bullet Punch
Blaze Kick
Crunch

Substitute
Brick Break
Earthquake


Cupra [Annihilator] (F)
Nature:
Quiet
Type:
Bug: STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Psychic: STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Shield Dust:
Type: Innate
This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Keen Eye:
Type: Innate
This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Illusion (DW):
Type: Innate
Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 38 (-) (-10% Evasion)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 0/9
DC: 0/5
MC: 0


Attacks: 25 Total
Tackle
String Shot
Bug Bite
Sunny Day
Heal Pulse

Hydro Pump
Disable
Bug Buzz

Psychic
Protect
Shadow Ball
 
Faylion: Just some minor things.
- Feebas can't start with Flail, because it's learnt at level 30.
- Feebas should have rank 0 attack, not rank 1.
- When listing the EC and DC of your Pokemon, it has to be listed as 0/#. In the case of DC that # is 5. For two stage Pokemon (Feebas/Larvesta), EC is out of 6, and for three stage Pokemon (Dratini), its out of 9.
- You have to specify a base power for Hidden Power as an integer between 4 and 7.

Fix those and VM me, and I'll approve you.
Approved!

IceSpade: Your Pokemon are all missing EC/MC/DC in their descriptions (see the example Sunkern in the OP for a reference).

Speed boosting natures round Speed up, so Elekid will have 110 Speed. You did the accuracy raise calculation right , but unfortunately it caps at a boost of 30%, so it'll only end up being 30. Elekid also can't start with Magnet Rise, because its a gen 5 tutor move, not a gen 5 TM.

Err, your Slowpoke is completely missing its stats. Everything you have written out for it is correct though.

Just add that stuff in and fix the small things on Elekid, then VM me and I'll approve you!
Approved!
 
Haradion

Trainer Name: Haradion


Pokemon: Rebble (*), Pawniard, Axew

W/L/T:0/3/0

Backpack:

Berry Pocket:
Oran x2
Leppa x2
Cheri x2
Pecha x2
Rawst x2
Aspear x2
Chesto x2

Item Pocket:

Token Pocket:
Currency Counters: 4
Universal Counters: 0

Battle Slots:

[Any links to ongoing battles here]

Completed Battles:

Loss:
Vs LupusAter


Pokemon Team:

Rebble *


Rebble:

Height: 1’0”
Weight: 33 lbs / 15 kg
Evolution: Rebble -> Level 32 -> Bolderdash -> Level–Up at Chargestone Cave -> Stratagem
Type: Rock
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Levitate:
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Technician:
Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker (DW): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 90
Size Class: 1
Weight Class: 2
Base Rank Total: 14

Attacks:

Special Attacks, Physical Attacks, Other.

Tackle *
Defense Curl *
Rollout *
Rock Blast *
Disable *
Acupressure *
Mud Shot *
Power Gem *

Flamethrower *
Shadow Ball *
Rock Polish *

Earth Power*
Giga Drain*
Vacuum Wave*

Paleo Wave

Counters:

EC: 3/9
DC: 2/5
MC: 3


Pawniard


Pawniard (M)
Nature: Adamant (+1 Atk, -1 SpA) Adds One (1) Rank to Attack; Removes One (1) Rank from Special Attack.

Evolution: Pawniard -> Bisharp
Type: Dark/Steel
Dark: Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Steel: Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.


Abilities:
Defiant:
Type: Innate
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
Inner Focus:
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Pressure (DW) (Locked):
Type: Innate
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.


Stats:

Pawniard
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 14

Attacks:
Special Attacks, Physical Attacks, Other

Scratch
Leer
Fury Cutter
Torment
Faint Attack
Scary Face
Metal Claw

Sucker Punch
Psychocut
Headbutt

Shadow Claw
Swords Dance
X-Scissor

Counters:

EC: 3/6
DC: 2/5
MC: 4

Fraxure


Fraxure (M)
Nature: Adamant (+1 Atk, -1 SpA) Adds One (1) Rank to Attack; Removes One (1) Rank from Special Attack.

Evolution: Axew -> Faxure -> Haxorus


Abilities:
Rivalry:
Type: Innate
This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.

Mold Breaker:
Type: Innate
Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Unnerve: (DW) (Locked)
Type: Innate
The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats:
Fraxure
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 67
Size Class: 2
Weight Class: 3
Base Rank Total: 17

Attacks:
Special Attacks, Physical Attacks, Other

Scratch
Leer
Assurance
Dragon Rage
Dual Chop
Scary Face
Slash
False Swipe

Sword Dance
Dragon Claw
Aerial Ace

Iron Tail
Endure
Reversal

Outrage

Counters:

EC: 4/9
DC: 3/5
MC: 4
 
Trainer Name: Tobias
Pokemon: Gible, Togipi,
W/L/T: 0/0/0
Trainer Counters: 2


Backpack:

Berry Pocket: 2x Oran, Leppa, Cheri, Chesto, Pecha, Rawst, and Aspear berries

Token Pocket:

Pokemon Team:

Gible(*) Mythic (M)
Nature: Mild (+1 SpA, -1 Def)

Type: Dragon, Ground
STAB:

Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Stats:

HP: 90
Atk: Rank4 (+)
Def: Rank 2

SpA: Rank 1 (-)

SpD: Rank 2

Spe: 42

EC: 0/9
MC: 0
DC: 0/5

Abilities:

Sand Veil: (Innate)This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Rough Skin (DW):(Innate, Locked)When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
Attacks :

Tackle(*)
Sand-Attack(*)
Dragon Rage(*)
Sandstorm(*)
Take Down(*)
Sand Tomb(*)
Slash(*)

Thrash (*)
Double Edge(*)
Outrage (*)

Dragon Claw(*)
Earthquake(*)
Stone Edge (*)


Togepi Eggball (F)
Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

Type:

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats:

HP: 90
Atk: Rank 1
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 17 (20 / 1.15) (-)

EC: 0/9
MC: 0
DC: 0/5

Abilities:

Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects.
Hustle: (Can Be Activated) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Super Luck (DW): (Innate, Locked) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.

Attacks:

Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow

Nasty Plot
Morning Sun
Extrasensory

Fire Blast
Shadow Ball
Grass Knot
 
Let's see just how many errors I have...

Trainer Name: Mdevil
Pokemon: Dratini, Collosshale, Aron
W/L/T: 0/0/0

Backpack:
  • Berry Pocket: 2 Oran, 2 Leppa, 2 Cheri, 2 Chesto, 2 Pecha, 2 Rawst, 2 Aspear
  • Token Pocket:

Battle Slots:

Completed Battles:

Pokemon Team:


Dratini [Timey-Wimey] (M)

Nature: Naive (+15% Spd, +X (12) Acc, -1 SpDef)

Type: Dragon
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:
Shedskin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Marvel Scale: (DW; Locked) (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 58 (50x1.15)
Size Class: 2
Weight Class: 1

Moves:
Incinerate*
Ice Beam*
Roost*
Wrap*
Leer*
Thunder Wave*
Twister*
Dragon Rage*
Slam*
Agility*

ExtremeSpeed*
Mist*
Dragon Rush*

Ice Beam*
Dragon Tail*
Incinerate*

EC: 0/9
MC: 0
DC: 0/5




Colosshale [Dimir] (M)

Nature: Jolly (+15% Spd, +X (22) Acc, -SpAtk)

Type:Dark, Water
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.


Abilities:
Rebound: (Can Be Activated) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.

Storm drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Flare Boost: (DW;Locked) (Innate) This Pokemon's body can harness the heat from a burn into internal energy, fuelling its mental capabilities. When Burned, the Pokemon's special attacks have two (2) more Base Attack Power.

Stats:
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 98 (85x1.15)
Size Class: 4
Weight Class: 9

Moves:
Leer
Tackle
Bubblebeam
Bite
Rapid Spin
Body Slam

Water Spout*
Encore*
Sucker Punch*

U-turn*
Roar*
Earthquake*

EC: 0/6
MC: 0
DC: 0/5




Aron [Cheeks] (M)

Nature: Adamant (+1 Atk, -1 SpAtk)

Type:Steel, Rock
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Heavy Metal: (DW; Locked) (Innate) The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 30
Size Class: 1
Weight Class: 4 [5 Heavy Metal]

Moves:
Tackle*
Harden*
Mud-Slap*
Headbutt*
Metal Claw*
Iron Defense*
Roar*
Take Down*Iron Head*

Stealth Rock*
Head Smash*
Superpower*

Dig*
Sandstorm*
Rock Slide*

EC: 0/9
MC: 0
DC: 0/5
 
Trainer Name: GemDay
Pokemon: Kirlia, Zoura, electrode, Tirtouga
w/l/t: i lost count at 1/3/0

Backpack:
amulet coin

Berry pocket
2xOran
2xLeppa
2xCheri
2xChesto
2xPecha
2xRawst
2xAspear

Item pocket
none

Token Pocket
Currency Counters: 10
Universal Counters: 24




Pokemon team


Gardevoir (castette) (f)
Nature: Mild (+1 SpA, -1 Def)
Type: Psychic - Less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Synchronize:
(Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy (DW UNLOCKED): (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Stats
HP: 90
Atk: Rank 3
Def: Rank 2(-)
SpA: Rank 6(+)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 21

EC: 9/9
MC: 1
DC: 5/5

Moves
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
future sight
wish

Confuse ray
Will-o-Wisp
Disable
icy wind

ally switch
psyshock
shadow ball
psychic
hypnosis
dream eater
imprison
focus blast
charm
signal beam
Stored power
Endure

Zorua (Voile) (M)
Nature: Jolly (+15% Speed, +13% Accuracy, -1 SpA)
Type: Dark - Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:Ability 1: Illusion - Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Ability 2: none

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2(-)
SpD: Rank 2
Spe: 74.75(+)
Size Class: 1
Weight Class: 2
Base Rank Total: 15

EC: 4/6
MC: 2
DC: N/A

Attacks:
Scratch
leer
pursuit
fake tears
fury swipes
faint attack
scary face
taunt
foul play
agility
detect
sucker punch
dark pulse
bounce
knock-off
u-turn
thief
hone claws

Electrode (élechoc pronounced AY-le-shock) (genderless)
Naive Nature
Type: Electric
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Abilities:
Soundproof: Type: Innate
Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
Static: Type: Innate
This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Aftermath: (DW)(LOCKED) Type: Innate
If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.

HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 161 (+)
Size Class: 2
Weight Class: 4
Base Rank Total: 18
Accuracy Bonus: +30%

EC: 6/6
MC: 3
DC: 5/5

Moves:
Charge
Tackle
SonicBoom
Spark
Rollout
Screech
Charge Beam
Light Screen
Selfdestruct

No egg moves. these are tutor moves
magnet rise
sucker punch
thunderbolt

thunder wave
taunt
volt switch
explosion
mirror coat
taunt
swift
electroball
endure
mimic
signal beam


Tirtouga[Lincoln](M)

Nature: brave (+atk, -15% spe, -10% evasion )
Type:
Water
- Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Rock - Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:

Solid Rock: (innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Sturdy: (innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Swift Swim: (DW)(Locked) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

Stats:
HP: 90
Atk: Rank 4(+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 19(-)
-10% evasion
Size Class: 1
Weight Class: 2
Base Rank Total: 14

EC: 5/6
MC: 0
DC: 3/5

Attacks:
Bide
withdraw
water gun
rollout
bite
protect
aqua jet
ancient power
crunch
wide guard


body slam
iron defense
flail

dive
stone edge
smack down
earthquake
protect
dig
aqua tail

Aurumoth [cuivre](f)
Mild nature (+SpA, -Def)

Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Weak Armor (toggle): No default effect. When toggled, the Pokemon loosens its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
No Guard (passive): This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Illusion (passive) (DW LOCKED): Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Stats
HP: 110
Atk: 5
Def: 3 (-)
SpA: 5 (+)
SpD: 2
Spe: 94
Size Class: 4
Weight Class: 5
Base Rank Total: 22

Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: 9/9
MC: 2
DC: 3/5

Attacks:
Dragon Dance
Quiver Dance
Tackle
String Shot
Sunny Day
Silver Wind
Bug Bite
Sunny Day
Heal Pulse

Close Combat
megahorn
Hydro pump

Protect
Psychic
Safeguard
will o wisp
aincentpower
zen headbutt
ominous wind
psyshock
ice beam
thunderbolt
surf

Ralts (Esponce) (M)
Nature: Adamant (+ Atk, -1 SpA)
Type: Psychic - psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Synchronize:
(Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy (DW locked): (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Stats
HP: 90
Atk: 2 (+)
Def: 1
SpA: 1 (-)
SpD: 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10

EC: 4/9
MC: 2
DC: 2/5

moves:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind

Confuse ray
Will-o-Wisp
Disable
encore
shadow sneak

telekinesis
theif
facade
thunder wave
toxic
zen headbutt
thunderpunch

Bronzor (Coracier)
Nature: Relaxed (+ Def, -Spe, -10% evasion)

Type: Steel/Psychic
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss
Heatproof: (Innate) This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
Heavy Metal (DW locked): (Innate) The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.

Stats:
HP: 90
Atk: Rank 1
Def: Rank 4 (+)
SpA: Rank 1
SpD: Rank 3
Spe: 20 (-)
size class: 1
weight class: 4 (5 with heavy metal)

EC: 2/6
MC: 0
DC: 2/5

Attacks:
Tackle
Confusion
Hypnosis
Imprison
Confuse Ray
Extrasensory
psywave
iron defense
faint attack
safeguard

no egg moves. these are tutor moves
ancient power
signalbeam
recycle
stealth rock
trick


Earthquake
Payback
Gyro ball
trick room
Flash cannon
skill swap
rock slide

Metang [Poipic] (-)
Brave (+ Atk, -Spe, -10% evasion)
Type: Steel/Psychic
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Clear Body: (passive) This Pokemon’s body structure makes it immune to stat-lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal: (DW) (Locked) (Passive):The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Stats:

HP: 90
Atk: Rank 4(+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 3
Spe: 43 (-)
Size Class: 2
Weight Class: 6 [5 Light Metal]
BRT 17

EC: 5/9
MC: 1
DC: 3/5

Attacks:
magnet rize
confusion
metal claw
scary face
Take Down
headbutt
Iron Head
Iron Defense
Zen Headbutt
pursuit
meteor mash
earthquake
rock slide

Eevee [Espropiet] (M)
Nature: Modest (+1 SpA, -1 Atk)
Type: Normal - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptibility: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 0/6
MC: 0
DC:0/5

Moves:
Helping Hand
Tackle
Tail Whip
Sand Attack
Growl
Quick Attack
Bite
Covet
Take Down

Stored Power
Endure
Wish
yawn
flail

protect
Shadow Ball
hidden power(fighting, 7)
toxic
substitute

Castform [pleut] M
Nature: Modest (-atk, + spa)

Type:
Normal - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability:
Forecast (innate): Changes Weather Ball’s type based on weather, and Changes Castform’s form during Sunlight, Rain, and Hail. Reduces the Energy Cost of all weather changing moves to 6 and Weather Ball to 6. Grants the Pokemon immunity to Sandstorm and Fog's accuracy reduction.

stats:
Hp: 100
Atk: 2 (-)
Def: 3
SpA: 4 (+)
SpD: 3
Spe: 70

SizeC: 1
WeightC 1

mc: 0

Moves:
Tackle
ember
water gun
powder snow
headbutt
hail
rain dance
sunny day

disable
clear smog
hex
ominous wind
future sight

solar beam
thunderbolt
thunder wave
sandstorm
Hidden power (psychic, 7)
weather ball
tailwind
substitute
fire blast
mimic
ice beam
flamethrower
blizzard
hydro pump

Machop [Coup] M
Brave: ( +atk -Spe, -10% acc)

Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Guts: (Passive) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
No Guard: (Passive) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Steadfast (DW LOCKED): (Passive) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 30 (-)
Size Class: 2
Weight Class: 2
Base Rank Total: 14

moves:

Low kick
Leer
focus energy
karate chop
foresight
low sweep
seismic toss
revenge
vital throw

bullet punch
knock off
fire punch
thunder punch
ice punch

mega kick
dynamic punch

bulk up
protect
dig
earthquake
rock slide

Torchic [Chauffage] (M)
NATURE: Hasty (+9% acc, +spe, -def)

TYPE: FIRE Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.

ABILITIES
BLAZE (Passive)
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

SPEED BOOST (Passive)
Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that occurs at the end of each round (stats other than Speed are still affected).

STATS
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 52 (+) (+9% acc)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 0/9
MC: 0
DC: 0/5

MOVES
Scratch
Growl
Focus energy
Ember
Peck
Sand attack
Fire spin

Flame burst
Night slash
Agility
Baton pass
Endure

Toxic
Shadow claw
Rock tomb
Swords dance
Protect
 
Last edited:
Profile

Trainer's Name: TrainérX493*
Pokémon: Totodile*, Unown*
W/L/T=1/0/0

Backpack:
NONE
Cheri=2
Chesto=2
Pecha=2
Rawst=2
Aspear=2
Leppa=2
Oran=2
Currency Counters=1
Universal Counters=0


1-NONE
2-NONE
3-NONE
Others:
NONE

Pokémon Team:

[PIMG]158[/PIMG]
Adamant: Atk+, SpA-

Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibous.

Abilities
1-Torrent(Innate): When this Pokemon's HP is lower than 33%, the Base Attack Power of any Water attack is increased by two(2). (eg Water Pulse goes from 6 to 8, Hydro Pump From 12 to 14)
2-NONE
DW-Sheer Force (LOCKED, can be enabled): This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two(2), but they will never have a secondary effect.

Stats:
HP: 90
Atk: 3+ (4)
Def: 3
SpA: 2-(1)
SpD: 2
Spe: 43
Size Class: 1
Weight: 1
Base Rnak Total: 14

EC: 1/9
MC: 3
DC: 1/5

25/Moves:
Lv. UP:
Scratch*
Leer*
Water Gun*
Rage*
Bite*
Scary Face*
Ice Fang*
Flail*
Thrash*

Gen.5 TM's:
Dig*
Brick Break*
Scald*

Egg:
Ice Punch*
Aqua Jet*
Dragon Dance*
[PIMG]201[/PIMG]
Form: Gen.2 BETA "Tablet" form (the H sprite is just temporary)
Modest SpA+, Atk-,

Type:
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attack: can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities
1-Levitate(Trait): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake,Fissure, and Magnitude. Earth Power will have three(3) less Base Attack Power. Dig and Dive can strike a Levitate Pokemon if the user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves czan still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on a enemy, and will steal the opponent's Ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's Abilites and retain Levitate.
2-NONE
DW-NONE

Stats:
HP: 90
Atk: 3-(2)
Def: 2
SpA: 3+(4)
Spe: 48
Size Class: 1
Weight: 1
Base Rank Total: 14

EC: N/A
MC: 0
DC: N/A

1/2Moves:
Hidden Power (any type/power)*
In short:
Bug: Drain 50% of damage
Dark: 100% Taunt
Dragon: Force swich
Electric: 30% Paralyze
Fighting: Use SpA, hits Def
Fire: 30% Burn
Flying: High critical hit chance
Ghost: 20% Spd down
Grass: 20% Sleep
Ground: 20% Acc down
Ice: 20% Freeze
Poison: 30% Toxic
Psychic: 20% Confusion
Rock: 20% Flinch
Steel: 20% SpA down
Water: 20% Spe down, 100% Douse


I still have no copy/paste and can only have one tab open at a time.
 
Thesynchrohero: Not Approved First off, you need sprites for your pokemon, I suggest just picking them up from Veekun.com, they are the easiest/most consistent place to get them, also your gibles stats are reflecting an adamant nature, while it is stated to have a Mild nature. You will need to decide which nature you want your gible to have and switch its profile around to reflect that decision. Also your gibles stats are formatted oddly, so if you could remove the spaces between them it would help refs out a little bit. On a side note, your gible has Dragon Claw as one of his TM moves, however he learns that as a Level Up move he can get for 1 MC, so it might be better to choose a different TM move that would cost you more later, not important in any way, just figured i would point it out.

MDevil: Approved Your profile looks mostly good, however it appears that you have included some move on your dratini that it cannon learn until it is a dragonite, Fire Punch and Thunder Punch need to be removed from its movelist until it evolves and is able to learn them. Also Dratini itself is unable to learn fly or brick break, so you will have to switch those out for TMs that it itself can learn from the 5th generation. Your Aron also learns Iron Head as part of its Starting moves since it learns it at level 25 in 5th gen.. Welcome to ASB!

Gemoftheday: Approved Profile looks good, but your forgetting Trace as one of Ralts abilities. Also you need to note how much of an accuracy increase your zorua receives for its nature, the formula is ACC Boost = (New Base^2)/Divisor [Round Normally, Max: 30, with the divisor being 435 since Zorua is a first stage mon of a 2 stage family. Also your voltorb also needs its ability Soundproof stated in its profile, it also needs its accuracy boost from nature noted in its profile, the divisor for it would be 290 since its the first of 3.



Anyway if you 3 make the appropriate changes to your profiles, send me a visitor message and I will check them again. And sorry Trainerx493, but its almost 4 in the morning so i have to get some sleep, but I will check over your team first thing in the morning. If anyone has any questions about their teams or ASB in general, feel free to shoot a message to either me or Glacier Knight.


.6 UC bringing me up to my next UC earned.
 

TrainerX493: APPROVED.
You do not have Totodile's or Unown's ability descriptions listed (you can find them here). Also, you need to put in the type description for both pokemon (you can find them here). Finally, you need sprites for Totodile and Unown.

You said you have troubles getting those, I.E URL troubles/ c/p mischief, so here you go. Just plug these in, and i can approve you:

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Psychic:Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Torrent (Innate): When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)

Sheer Force (DW Ability LOCKED, can be enabled): This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Levitate (Trait): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.



(regular or shiny, you can choose)



.2 UC to me, total of 1.6UC
 
Trainer Name Archen
Pokemon: Rhyhorn,Shroomish
W/L/T:

Backpack:

Berry Pocket:
2x Oran Berry
2x Leppa Berry
2x Cheri Berry
2x Chesto Berry
2x Pecha Berry
2x Rawst Berry
2x Aspear Berry
Item Pocket:

Token Pocket:
Currency Counters:3
Universal Counters:

Battle Slots:

http://www.smogon.com/forums/showthread.php?t=3478035 Finished


Rhyhorn(*)Ranger Rick(Male)
Brave (+1 Atk, -15% Speed, -10% Evasion)


Type:
Summary: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Summary: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

HP: 100
Atk: Rank 4+
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 22-
Size Class: 3
Weight Class: 5
Base Rank Total: 14

EC: 1/9
MC: 2
DC: 1/5

Abilities:

Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightningrod will not activate.

Rock Head: (Innate): This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Reckless (DW) (Innate , Locked) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Attacks:

Horn Attack(*)
Tail Whip(*)
Stomp(*)
Fury Attack(*)
Scary Face(*)
Rock Blast(*)

Dragon Rush(*)
Rock Slide(*)
Crunch(*)

Sandstorm(*)
Poison Jab(*)
Thunderbolt(*)



Shroomish (Mario) (Male)
Quirky (No effect on stats)
Summary: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Effect Spore: (Innate)This Pokemon has a stockpile of defensive spores which it releases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.
When disabled, the Pokemon's Powder attacks are 10% more accurate.

Poison Heal:(Innate)Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.

Quick Feet(DW):(Innate) ( Locked)This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop.

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 1
Base Rank Total: 12

EC: 1/6
MC: 2
DC: 1/5

Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
PoisonPowder

Seed Bomb
Drain Punch
Helping Hand

Sunny Day
SolarBeam
Toxic
 
Archen: Approved First minor thing, rhyhorn and shroomish only cost you 2 CC each, so you should have 2 left over still. Your Rhyhorn looks correct except that you have not modified his stats to reflect his nature. Other than that everything looks good, nicely done. just shoot me a VM once you have those 2 things fixed and ill approve you.

+.2
3
 

Trainer Name: Unoriginal Name
Pokemon: Empoleon, Vanillish, Zorua, Cupra, Budew, Meinfoo, Ralts, Revenankh, Scratchet, Klink, Hippopotas, Drilbur, Rotom
W/L/T: 3/6/0
Referee: Here.

Backpack:
2x Oran Berry
2x Leppa Berry
2x Cheri Berry
2x Chesto Berry
2x Pecha Berry
2x Rawst Berry
2x Aspear Berry

Amulet Coin
Exp Share
Lucky Egg
Rotom-H Oven

Currency Counters: 12
Universal Counters: 4


Battles:
Note: these are not up to date. I have a Notepad document with them, but am too lazy to update my profile.
Yarnus is an Unoriginal Name.
•Unreffed: vs AOPSUser
•Thread not up: vs Frosty


[noparse]

Name [Nickname] (Gender)
Nature:

Type:
Name: Description​

Abilities:
Name: (Category) Description (DW) Inactive

Stats:
HP:
Atk:
Def:
SpA:
SpD:
Spe:
Size Class:
Weight Class:
Base Rank Total:

EC: /
MC:
DC: /​

Attacks:

Name | Category | Acquiring Method

Total Moves:
[/noparse]
 
Trainer Name: Unitas
Pokemon: Muk*, Electivire*, Gabite*, Protowatt, Murkrow, Seel, Heatmor, Diglett
W/L/T: ?/?/?

Backpack:
Berry Pocket:
2xOran
2xLeppa
2xCheri
2xChesto
2xPecha
2xRawst
2xAspear


Item Pocket:
1xAmulet Coin
2xExp Share


Token Pocket:
Currency Counters:28
Universal Counters:0

Battle Slots:
1:Mylo
2: MrShock
3:


Pokemon Team:


Muk* [Barrabus] (Male)
Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)
Type: Poison
Typing: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Ability 1: Stench (Passive) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
Ability 2: Sticky Hold (Passive) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Ability 3: Poison Touch (DW) (Unlocked) (Toggle) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Stats:
HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 5 (+)
Spe: 43 (50/1.15) (-)
Size Class: 3
Weight Class: 3
Base Rank Total: 20

EC:6/6
MC:
DC:5/5

Attacks:

Level Up:
Posion Gas
Pound
Harden
Mud-Slap
Disable
Sludge
Minimize
Mud Bomb
Gunk Shot
Fling
Acid Armor
Sludge Wave
Memento
Screech

Egg Moves:
Curse
Shadow Sneak
Imprison
Shadow Punch
Mean Look
Haze

TM Moves:
Substitue
Payback
Poison Jab
Rock Slide
Flamethrower
Protect
Shadow Ball
Torment
Double Team
Thunderbolt
Toxic
Endure
Thunder
Swagger
Sunny Day
Facade
Rest
Snore
Venoshock
Taunt
Rain Dance
Focus Blast

Tutor Moves:
Giga Drain
Pain Split
Ice Punch
Thunderpunch
Endure
Explosion
Dark Pulse
Sleep Talk
Dynamic Punch



Electivire* [Caiphus] (Male)
Nature: Naughty (+1 Atk, -1 SpD)

Type: Electric
Typing: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Abilities:
Ability 1:Motor Drive )Passive) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Ability 2: Vital Spirit (DW) (Unlocked) (Passive) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.

Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 95
Size Class: 3
Weight Class: 5
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Attacks:

Level Up:
Quick Attack
Leer
Thunderpunch
Thundershock
Low Kick
Swift
Shock Wave
Thunder Wave
Light Screen
Electro Ball
Thunderbolt
Screech

Egg Moves:
Ice Punch
Fire Punch
Feint
Focus Punch
Meditate
Hammer Arm

TM Moves:
Brick Break
Substitute
Protect
Psywave
Toxic
Hidden Power Grass (7)
Wild Charge
Earthquake
Rain Dance

Tutor Moves:
Dual Chop
Magnet Rise
Signal Beam
Iron Tail
Low Kick



Gabite* [Solomon] (Male)
Nature: Serious (No effect on stats)

Type:
Dragon - Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Ground - Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:
Ability 1: Sand Veil (Passive)
This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Ability 2: Rough Skin (DW) (Unocked) (Passive) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 82
Size Class: 3
Weight Class: 4
Base Rank Total: 16

EC: 6/9
MC: 0
DC: 5/5

Attacks:

Level Up:
Tackle
Sand Attack
Dragon Rage
Sandstorm
Take Down
Sand Tomb
Slash
Dragon Rush

Egg Moves:
Iron Head
Outrage
Body Slam
Thrash
Sand Tomb

TM Moves:
Earthquake
Dragon Claw
Bulldoze
Shadow Claw
Aerial Ace
Facade
Flamethrower

Tutor Moves:
Fury Cutter



Protowatt [Jethro] (Male)
Nature:Modest (+SpA -Atk)
Type: Electric / Water
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Trace: (Trigger) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Passive) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shed Skin (DW): (Passive) (Locked) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

HP: 80
Atk: Rank 1 (-)
Def: Rank 1
SpA: Rank 3 (+)
SpD: Rank 1
Spe: 95
Size Class: 1
Weight Class: 1
Base Rank Total: 10

EC:3/6
MC:0
DC:3/5

Attacks:

Level-Up Moves:
Bubble
Charge
Tackle
Thundershock
Detect
Zap Cannon

Egg Moves:
Signal Beam
Counter
Mirror Coat
Muddy Water
Shock Wave

TM Moves:
Substitute
Toxic
Protect
Ice Beam
Scald
Volt Switch
Double Team
Endure
Dive



Murkrow [Oprah] (Female)
Nature: Serious (No change)
Type: Dark/Flying
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Insomnia: (Passive) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.

Super Luck: (Passive) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.

Prankster: (DW) (Unlocked) (Passive) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 91
Size Class: 1
Weight Class: 1
Base Rank Total: 15

EC:5/6
MC:0
DC:5/5

Moves:

Level Up:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Torment
Sucker Punch
Faint Attack

Egg Moves:
Roost
Brave Bird
Drill Peck
Confuse Ray
Psycho Shift
Perish Song

TM Moves:
Taunt
Protect
Shadow Ball
Psychic
Payback
Toxic
Swagger

Tutor Moves:
Heat Wave
Icy Wind




Rochester the Seel (Male)
Nature:Quiet (+SpAtk, -15%Spd, -10% Evasion)
Type:Water
Water:Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Thick Fat: (Passive) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Hydration: (Passive) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Ice Body: (Passive) (DW) (Locked)This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.

Stats:
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 39 (-)
Size Class: 2
Weight Class: 4
Base Rank Total: 16

EC:0/6
MC:0
DC:0/5

Attacks:

Level Up:
Heabutt
Growl
Aurora Beam
Water Sport
Icy Wind
Encore
Ice Shard
Rest
Aqua Ring

Egg:
Disable
Fake Out
Signal Beam
Water Pulse
Peck

TM:
Protect
Ice Beam
Rain Dance
Surf
Swagger



Furnace the Heatmor (Male)
Nature:Quiet (+Atk, -15%Spd, -10% Evasion)
Type:Fire
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.

Abilities:
Gluttony: (Passive) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Flash Fire: (Passive) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
White Smoke: (Passive) (DW) Pokemon with this ability are surrounded by a purifying white smoke that prevents stat reduction from opponents (Screech, Intimidate, etc.) These Pokemon are also immune to Fog and lingering smoke-based effects.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 56 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 20

MC:0
DC:0/5

Attacks:

Level Up:
Incinerate
Lick
Oder Sleuth
Bind
Fire Spin
Fury Swipes
Flamethrower

Egg:
Sucker Punch
Night Slash
Heat Wave
Body Slam
Curse

TM:
Rock Tomb
Aerial Ace
Dig
Shadow Claw
Facade
Sunny Day
Substitute



Suze the Diglett (Female)
Nature:Adamant (+Atk, -SpAtk)
Type:Ground
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:
Sand Veil: (Passive) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Arena Trap: (Passive) This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs. All Pokemon that are not of the Flying-Type, or possess the Levitate Ability, may not be switched out of battle while this Pokemon is on the field. This Pokemon may still switch out of battle as normal, unless there is another Pokemon on the field with Arena Trap.
Sand Force: (DW) (Passive) (Locked) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.


Stats:
HP: 80
Atk: Rank 3 (+)
Def: Rank 1
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 95
Size Class: 1
Weight Class: 1
Base Rank Total: 11


EC:0/6
MC:0
DC:0/5

Attacks:

Level Up:
Scratch
Sand-Attack
Growl
Astonish
Magnitude
Mud-Slap
Bulldoze
Dig
Sand-Attack
Sucker Punch
Fury Swipes


Egg:
Endure
Faint Attack
Rock Slide
Reversal
Pursuit

TM:
Earthquake
Bulldoze
Shadow Claw
Aerial Ace
Protect
 
Unitas: NOT APPROVED. For grimer's -spe nature, you are supposed to round down when you divide. Therefore, Grimer's speed is actually 21. Also, Ice Punch is a past gen TM, so you cannot get that for your Grimer (You must pick 3 gen-five TMs). Elekid does not get Endure as an egg move, so you must pick another Egg move. Detect is a Past-Gen Tm, so you cannot get that for your Elekid.

Also, sprites
Sprites



Fix everything i have pointed out, then Shoot me a VM/PM. I can approve you then.

.6
_____________

Edit: Unitas, you are now APPROVED!
You may now Battle, welcome to ASB~!
 

Trainer Name: inanimate blob
Pokémon:


Wins/Losses/Ties: 0/0/0
Currency Counters: 15
Universal Counters: 16

Backpack
1 x Oran Berry
2 x Leppa Berries
2 x Cheri Berries
2 x Chesto Berries
1 x Pecha Berries
2 x Rawst Berries
2 x Aspear Berries

Exp. Share
Amulet Coin
Lucky Egg


Battle Slots
1. Inanimate Blob vs akela
2. Very Punny
3. OPEN


Pokémon Team:


Samurshell the Samurott

Samurott [Samurshell] (F) (*)

Samurshell is an absolute beast now! She likes to spar with the others using her huge unicorn horn.

Nature: Quirky (No change to stats)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Torrent: When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (Innate)
Shell Armor (DW LOCKED): This Pokemon’s thick, bony outer shell prevents it from taking critical hits. (Innate)

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 70
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EMC: 9/9
MC: 0
DC: 4/5

Attacks:
Level Up
Megahorn
Tackle
Tail Whip
Water Gun
Water Sport
Focus Energy
Razor Shell
Fury Cutter
Water Pulse
Revenge
Aqua Jet
Swords Dance

Egg Moves
Air Slash
Detect
Night Slash

Move Tutor

TM/HMs
Hidden Power (Electric, 7)
Taunt
Ice Beam
Aerial Ace
Scald
Grass Knot



Chubs the Snorlax

Snorlax [Chubs] (M) (*)

Evolution has kept Munchlax about the same - lazy, dopey, slow - but has also allowed him to become an enormously powerful powerhouse on the team. He eats all the damn time, though.

Nature: Relaxed (+1 Def, -15% Speed, -10% Evasion)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Immunity: This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage; however, it will continue to grow more severe. (Innate)
Thick Fat: This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) (Innate)
Gluttony (DW UNLOCKED): This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat). (Innate)

Stats:
HP: 125
Atk: Rank 4
Def: Rank 4 (+)
SpA: Rank 3
SpD: Rank 4
Spe: 22 (-)
Size Class: 4
Weight Class: 9
Base Rank Total: 22

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Level Up
Tackle
Defense Curl
Lick
Amnesia
Belly Drum
Yawn
Chip Away
Body Slam
Rollout


Prevo Level Up
Metronome
Odor Sleuth
Recycle
Screech
Stockpile

Egg Moves
Curse
Double-Edge
Zen Headbutt

Move Tutor

Past-Gen Move Tutor

Event

TMs/HMs
Blizzard
Thunder
Flamethrower
Earthquake
Rock Slide

Past-Gen TMs
Shock Wave
Zap Cannon



Leif the Swadloon

Swadloon [Leif] (M)

Evolution caused Leif to believe he is Batman. We're going to start therapy soon in order to help with this multiple personality disorder.

Nature: Adamant (+1 Atk, -1 SpA)
Type: Bug/Grass
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:
Leaf Guard: In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Chlorophyll: During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Overcoat (DW LOCKED): This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 42
Size Class: 1
Weight Class: 1
Base Rank Total: 15

EC: 7/9
MC: 0
DC: 3/5

Attacks:
Level Up
Grasswhistle
Tackle
String Shot
Bug Bite
Razor Leaf
Protect
Endure
Flail

Prevo Level Up
Struggle Bug

Egg Moves
Agility
Air Slash
Silver Wind

Tutor Moves
Iron Defense

TMs/HMs
Sunny Day
Double Team
Energy Ball
Payback



Django the Scrafty

Scraggy [Django] (M)

Django is quite the big scrapper! He fought his way out of slavery by becoming a bounty hunter for white Pokémon. He also saved his wife from a life of slavery and killed Leonardo diCaprio.

Nature: Adamant (+1 Atk, -1 SpA)
Type: Dark/Fighting
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:
Shed Skin: This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Moxie: This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Intimidate (DW UNLOCKED): When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 58
Size Class: 2
Weight Class: 3
Base Rank Total: 18

EC: 6/6
MC: 1
DC: 5/5

Attacks:
Level Up
Leer
Low Kick
Sand-Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Hi Jump Kick
Head Smash

Egg Moves
Counter
Dragon Dance
Fake Out
Ice Punch
Super Fang

Tutors
Drain Punch

TMs/HMs
Dragon Claw
Dig
Rest
Stone Edge
Dragon Tail



Bum the Vigoroth

Vigoroth [Bum] (M)

COFFEE COFFEE COFFEE COFFEE COFFEEEEEEEEEE

Nature: Naughty (+1 Atk, -1 SpDef)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Vital Spirit: This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 90
Size Class: 3
Weight Class: 3
Base Rank Total: 16

EC: 5/9
MC: 0

Attacks:
Level Up
Scratch
Focus Energy
Uproar
Fury Swipes
Endure
Slash
Counter
Focus Punch

Prevo Level Up
Yawn
Slack Off
Faint Attack
Amnesia
Flail

Egg Moves
Body Slam
Hammer Arm
Night Slash

Tutor

Past Gen Tutor

TMs/HMs
Blizzard
Earthquake
Shadow Ball
Rock Slide
Strength

Past Gen TM



Minion the Dusclops

Dusclops [Minion] (M)

Evolution made him even creepier...please get your hand off my shoulder, Minion.

Nature: Impish (+Def, -SpAtk)
Type: Ghost
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Pressure: This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 6 (+)
SpA: Rank 1 (-)
SpD: Rank 5
Spe: 25
Size Class: 3
Weight Class: 3
Base Rank Total: 18

EC: 7/9
MC: 0

Attacks:
Level Up
Fire Punch
Ice Punch
Thunderpunch
Gravity
Bind
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-o-Wisp
Shadow Punch
Hex

Egg Moves
Destiny Bond
Pain Split
Skill Swap

Tutor

Past Gen Tutor

TMs/HMs
Toxic
Ice Beam
Protect
Brick Break
Trick Room

Past Gen TMs




Panzershrek the Magmar

Magmar [Panzershrek] (M)

Literally, all Panzershrek does is practice super-powerful Fire-type moves off into the distance. If he can use it, he does. We're gonna have to work on that for battles.

Nature: Hasty (-1 Def, +15% Spd, +20% Acc)
Type: Fire
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.

Abilities:
Flame Body: This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Vital Spirit (DW Locked): This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 107 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 18


EC: 5/9
MC: 0
DC: 3/5

Attacks:
Level Up
Smog
Leer
Ember
Smokescreen
Faint Attack
Fire Spin
Clear Smog
Flame Burst
Confuse Ray
Fire Punch
Flamethrower
Fire Blast

Egg
Flare Blitz
Mach Punch
Thunder Punch

Tutor

Past Gen Tutor

TMs/HMs
Protect
Psychic
Flame Charge
Will-o-Wisp

Past Gen TMs/HMs
Endure



Choice Scarf Abuser the Ninjask

Ninjask [Choice Scarf Abuser] (F)
Nature: Adamant (+Atk -Spa)

She was received in a trade - and has been zipping around ever since! Bye bye, Protowatt! FUN FACT: She was my first fully evolved Pokémon.

Type: Bug/Flying
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Speed Boost: Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that occurs at the end of each round (stats other than Speed are still affected). (Innate)
Infiltrator (DW LOCKED): Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks. (Innate)

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 160
Size Class: 1
Weight Class: 2
Base Rank Total: 18


EC 6/6
MC 0
DC 1/5

Moves:
Level Up
Scratch
Harden
Leech Life
Sand-Attack
Fury Swipes
Mind Reader
Double Team
Screech
Swords Dance

Prevo Level Up 2/4
False Swipe

Egg Moves 3/8
Bug Bite
Endure
Night Slash

Tutor

Past Gen Tutor

TMs/HMs
Dig
Aerial Ace
X-Scissor

Past Gen TMs/HMs



Glacier the Swinub

Swinub (Glacier) (M)

God, he's just so CUTE.

Nature: Adamant (+Atk, -SpAtk)
Type: Ice/Ground
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilites
Oblivious: This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Snow Cloak: This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Thick Fat (DW LOCKED): This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 1
Base Rank Total: 12

EC: 0/9
MC: 0
DC: 0/5

Moves
Level-Up
Tackle
Odor Sleuth
Mud Sport
Powder Snow
Mud-Slap
Endure
Mud Bomb
Icy Wind
Ice Shard

Egg
Bite
Body Slam
Fissure
Icicle Spear
Stealth Rock

TM/HM
Earthquake
Roar
Protect
Dig
Rock Slide



Mary Jane the Oddish

Oddish (Mary Jane) (F)

She just sits there tripping out. What the hell.

Nature: Quiet (+SpAtk, -15% Spd, -10% Evasion)
Type: Grass/Poison
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities
Chlorophyll: During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Run Away (DW LOCKED): This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 26 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 14

EC: 0/9
MC: 0
DC: 0/5

Moves
Level-Up
Absorb
Sweet Scent
Acid
PoisonPowder
Stun Spore
Sleep Powder
Mega Drain
Lucky Chant
Giga Drain

Egg
Endure
Ingrain
Nature Power
Synthesis
Teeter Dance

TM/HM
Hidden Power (Fire, 7)
Sunny Day
Solar Beam
Sludge Bomb
Energy Ball




Bob Ross the Smeargle

Smeargle [Bob Ross] (M)

Bob Ross likes to sit and paint the sunset. And trees.

Such happy trees.

Nature: Naive (+15% Spd, +9% Acc, -1 SpDef)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Own Tempo: This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Technician: This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Moody (DW LOCKED): This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths.

Stats:
HP: 90
Atk: Rank 1
Def: Rank 2
SpA: Rank 1
SpD: Rank 1 (-)
Spe: 87 (+)
Size Class: 2
Weight Class: 4
Base Rank Total: 11

MC: 0
DC: 0/5

Moves 13/558 (not including Sketch)
Aqua Jet (Samurott)
Body Slam (Snorlax)
Counter (Snorlax)
Detect (Samurott)
Earthquake (Snorlax)
Focus Energy (Samurott)
Ice Beam (Samurott)
Megahorn (Samurott)
Shock Wave (Snorlax)
Tackle (Samurott)
Taunt (Samurott)
Yawn (Snorlax)
Zap Cannon (Snorlax)

Sketches
Sketch
Sketch
Sketch
Sketch
 
I think this is everything ^^ I'll Purtify this later :P​



Trainer Name: Lion
Pokémon: Combee, Numel, Krabby, Sunkern
0/1/0 1 DQ

Backpack:

Berries:
Oran Berry x 2
Leppa Berry x 2
Cheri Berry x 2
Chesto Berry x 2
Pecha Berry x 2
Rawst Berry x 2
Aspear Berry x 2​

Items:

Tokens:
Currency Counters: 1
Universal Counters: 1​

Battle Slots:
LC vs Box
l Free Slot l
l Free Slot l



Pokémon Team:


Honey (Combee) ♀ *​

Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Bug/Flying​
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of 5.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokémon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokémon has a size class greater than 4. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:

Honey Gather: (Innate) This Pokémon emits a scent of sweet honey that lowers all foes' Evasion by 1 Stage.​

Hustle: (Locked) (DW) (Can be Activated) This Pokémon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.​

Stats:

HP: 90
Atk: 3 (+)
Def: 2
SpA: 2
SpD: 2
Spe: 60 (-)
Size Class: 1
Weight Class: 1​

EC: 1/6​

MC: 2

DC: 1/5​

Attacks:
Sweet Scent *
Gust *
Bug Bite *

Ominous Wind *
Air Cutter *
Swift *

Endeavor *
Tailwind *
String Shot *


Blaine (Numel) ♂ *​

Nature: Modest (+1 SpA, -1 Atk)
Type:
Fire:
Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.​

Abilities:

Oblivious: (Innate) This Pokémon is incapable of being affected by Attract, Cute Charm, or Captivate.​

Simple: (Innate) This Pokémon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness and thus double the stage modifier (e.g. Swords Dance boosts Attack by 4 stages, Bulk Up boosts Attack and Defense by 2 stages each). Stat boosts and drops still maximize at 6 stages.​

Own Tempo: (Locked) (DW) (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokémon also has Tangled Feet, it will raise Accuracy by 1 Stage.​

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 2​

EC: 1/6​

MC: 1

DC: 1/5​

Attacks:
Growl *
Tackle *
Ember *
Magnitude *
Focus Energy *
Takedown *
Flame Burst *
Amnesia *
Lava Plume *
Earth Power

Heat Wave *
AncientPower *
Mud Bomb *

Flamethrower *
Double Team *
Substitute *


Tarquin (Krabby) ♂ *​

Nature: Careful (+1 SpD, -1 SpA)
Type: Water​
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:

Hyper Cutter: (Innate)This Pokémon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.​

Shell Armor: (Innate) This Pokémon’s thick, bony outer shell prevents it from taking critical hits.​

Sheer Force: (Locked) (DW) (Can be Enabled) This Pokémon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by 2, but they will never have a secondary effect.​

Stats:

HP: 90
Atk: Rank 4
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 2 (+)
Spe: 50
Size Class: 1
Weight Class: 1​

EC: 1/6​

MC: 1

DC: 1/5​

Attacks:
Mud Sport *
Bubble *
ViceGrip *
Leer *
Harden *
Bubblebeam *
Mud Shot *
Metal Claw *
Stomp *
Guillotine *
Crabhammer

Chip Away *
Bide *
Dig *

X Scissor *
Rock Slide *
Brick Break *


Olga (Sunkern) ♀

Nature: Modest (+1 SpA, -1 Atk)
Type: Grass
Grass: STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:

Chlorophyll: (Passive) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.​

Solar Power: (Passive) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

Early Bird: (DW Locked) (Passive) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.

Stats:

HP: 90
Atk: 1 (-)
Def: 2
SpA: 3 (+)
SpD: 2
Spe: 30
Size Class: 1
Weight Class: 1

EC: 0/6​

MC: 0

DC: 0/5​

Attacks:
Absorb *
Growth *
Mega Drain *
Ingrain *
Grass Whistle *
Leech Seed *
Endeavor *
Razor Leaf *
Sunny Day *
Worry Seed *
Giga Drain *

Bide *
Morning Sun *
Encore *
Endure *
Nature Power *

Toxic *
Attract *
Grass Knot *
Rest *
Double Team *
 
Last edited:
  • lionrt60: You should specify what each EC and DC is out of, like 0/6 or 0/9 for the EC (as it happens, the ECs of all the pokemon you chose should be out of 6) and 0/5 for the DC. Also, you're supposed to pick egg moves for Numel, not tutor moves. Let me know when you've fixed these things, but for now, NOT APPROVED EDIT: APPROVED. Welcome to ASB.
This brings my UC to 12.2.
 

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